主动式虚拟现实游戏运动中的实际用力与感知用力
Actual vs. perceived exertion during active virtual reality game exercise.
作者信息
Stewart Trenton H, Villaneuva Kirsten, Hahn Amanda, Ortiz-Delatorre Julissa, Wolf Chandler, Nguyen Randy, Bolter Nicole D, Kern Marialice, Bagley James R
机构信息
Exercise Physiology Laboratory, Department of Kinesiology, San Francisco State University, San Francisco, CA, United States.
Virtual Reality Institute of Health and Exercise, San Francisco, CA, United States.
出版信息
Front Rehabil Sci. 2022 Aug 8;3:887740. doi: 10.3389/fresc.2022.887740. eCollection 2022.
BACKGROUND
Virtual exercise has become more common as emerging and converging technologies make active virtual reality games (AVRGs) a viable mode of exercise for health and fitness. Our lab has previously shown that AVRGs can elicit moderate to vigorous exercise intensities that meet recommended health benefit guidelines. Dissociative attentional focuses during AVRG gameplay have the potential to widen the gap between participants' perception of exertion and actual exertion.
OBJECTIVE
The aim of this study was to determine actual exertion (AEx) vs. perceived exertion (PEx) levels during AVRGs by measuring heart rate (HR) and ratings of perceived exertion (RPE) in two different settings.
MATERIALS AND METHODS
HR and RPE were collected on participants ( = 32; age 22.6 ± 2.6) during 10 min of gameplay in LabS and GymS using the HTC VIVE with the following games played: Fruit Ninja VR (FNVR), Beat Saber (BS), and Holopoint (HP).
RESULTS
Participants exhibited significantly higher levels of AEx compared to reported PEx for all three AVRGs (Intensity): FNVR [AEx = 11.6 ± 1.8 (Light), PEx = 9.0 ± 2.0 (Very Light)], BS [AEx = 11.3 ± 1.7 (Light), PEx = 10.3 ± 2.1 (Very Light)], HP [AEx = 13.1 ± 2.3 (Somewhat Hard), PEx = 12.3 ± 2.4 (Light-Somewhat Hard)]. Additionally, participants playing in the GymS experienced significantly higher levels of AEx [12.4 ± 2.3 (Light-Somewhat Hard)] and PEx [10.8 ± 2.5 (Very Light-Light)] compared to the LabS [AEx = 11.6 ± 1.8 (Light), PEx = 10.3 ± 2.6 (Very Light-Light)].
CONCLUSION
Perceptions of exertion may be lower than actual exertion during AVRG gameplay, and exertion levels can be influenced by the setting in which AVRGs are played. This may inform VR developers and health clinicians who aim to incorporate exercise/fitness regimens into upcoming 'virtual worlds' currently being developed at large scales (i.e., the "metaverse").
背景
随着新兴技术和融合技术使主动式虚拟现实游戏(AVRG)成为一种可行的健康与健身锻炼模式,虚拟锻炼变得越来越普遍。我们实验室之前的研究表明,AVRG能够引发中等至剧烈的运动强度,符合推荐的健康益处指导方针。AVRG游戏过程中的解离性注意力焦点有可能扩大参与者的主观用力感觉与实际用力之间的差距。
目的
本研究的目的是通过在两种不同环境中测量心率(HR)和主观用力感觉评分(RPE),来确定AVRG过程中的实际用力(AEx)与主观用力(PEx)水平。
材料与方法
使用HTC VIVE在实验室环境(LabS)和健身房环境(GymS)中,让参与者(n = 32;年龄22.6 ± 2.6岁)在10分钟的游戏过程中收集HR和RPE,所玩游戏如下:《水果忍者VR》(FNVR)、《节奏光剑》(BS)和《全息射手》(HP)。
结果
对于所有三款AVRG游戏(强度),参与者表现出的AEx水平显著高于所报告的PEx水平:FNVR [AEx = 11.6 ± 1.8(轻度),PEx = 9.0 ± 2.0(极轻度)],BS [AEx = 11.3 ± 1.7(轻度),PEx = 10.3 ± 2.1(极轻度)],HP [AEx = 13.1 ± 2.3(稍难),PEx = 12.3 ± 2.4(轻度 - 稍难)]。此外,与实验室环境[LabS,AEx = 11.6 ± 1.8(轻度),PEx = 10.3 ± 2.6(极轻度 - 轻度)]相比,在健身房环境(GymS)中玩游戏的参与者经历的AEx [12.4 ± 2.3(轻度 - 稍难)]和PEx [10.8 ± 2.5(极轻度 - 轻度)]水平显著更高。
结论
在AVRG游戏过程中,主观用力感觉可能低于实际用力,并且用力水平可能受到AVRG游戏环境的影响。这可能为旨在将锻炼/健身方案纳入当前正在大规模开发的未来“虚拟世界”(即“元宇宙”)的VR开发者和健康临床医生提供参考。