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虚拟现实身体活动模式评估:混合交叉实验与聚类分析。

A virtual reality physical activity pattern assessment: Mixed crossover experiments and cluster analysis.

作者信息

Zhang Texi, Xiao Xiaoyue, Mao Jie

机构信息

College of Sports Engineering and Information Technology, Wuhan Sports University, Wuhan, China.

出版信息

Digit Health. 2023 Oct 3;9:20552076231205287. doi: 10.1177/20552076231205287. eCollection 2023 Jan-Dec.

Abstract

OBJECTIVE

The subjects' physical activity levels and enjoyment of exercise after 15 min of virtual reality (VR) physical activity of different intensities were compared.

METHODS

Thirty-two subjects were selected for a mixed crossover experiment. They were randomly assigned to exercise in three VR games with different exercise intensities. Acceleration data of the subjects were collected and subjects' exercise enjoyment and exercise levels were compared. The subjects' emotional efficacy and arousal during exercise were measured and evaluated using the Feeling Scale (FS) and the Felt Arousal Scale (FAS), and the acceleration data were evaluated by clustering using the fuzzy c-mean (FCM) clustering algorithm.

RESULTS

A one-way ANOVA was performed on FS and FAS before and after VR physical activity, P overall  = .003 in FS, before and after low-intensity (LI), medium-intensity (MI), and high-intensity (HI) VR physical activity, the -values were.087,  = .027, and  = .021, respectively.  < .001 in FAS, before and after LI, MI, and HI VR physical activity, the -values were .029, < .001, < .001. According to the FCM clustering of acceleration activity counts by LI, MI, and HI, the clustering centers of the right arm acceleration counts were 2016.77, 6118.31, and 9923.45; the clustering centers of the right thigh acceleration counts were 248.30, 1895.22, and 3485.60; and the clustering centers of the combined upper and lower limb acceleration counts were 1443.83, 4415.47, and 7149.13.

CONCLUSION

VR physical activity enhances subjects' sense of enjoyment of exercise and emotional arousal, with moderate intensity VR physical activity having the best effect. VR physical activity is skewed toward high upper-extremity activity and low lower-extremity activity. The combined intensity of VR physical activity matches that of traditional exercise, and it can achieve the workout effect of the traditional workout modality.

摘要

目的

比较不同强度虚拟现实(VR)体育活动15分钟后受试者的身体活动水平和运动愉悦感。

方法

选取32名受试者进行混合交叉实验。他们被随机分配到三款不同运动强度的VR游戏中进行锻炼。收集受试者的加速度数据,并比较受试者的运动愉悦感和运动水平。使用情感量表(FS)和感觉唤醒量表(FAS)测量和评估受试者运动过程中的情感效能和唤醒程度,并使用模糊c均值(FCM)聚类算法对加速度数据进行聚类评估。

结果

对VR体育活动前后的FS和FAS进行单因素方差分析,FS的总体P值 = 0.003,低强度(LI)、中等强度(MI)和高强度(HI)VR体育活动前后的P值分别为0.087、0.027和0.021。FAS的P值 < 0.001,LI、MI和HI VR体育活动前后的P值分别为0.029、< 0.001、< 0.001。根据LI、MI和HI对加速度活动计数进行FCM聚类,右臂加速度计数的聚类中心分别为2016.77、6118.31和9923.45;右大腿加速度计数的聚类中心分别为248.30、1895.22和3485.60;上下肢组合加速度计数的聚类中心分别为1443.83、4415.47和7149.13。

结论

VR体育活动可增强受试者的运动愉悦感和情感唤醒,中等强度的VR体育活动效果最佳。VR体育活动倾向于上肢高活动和下肢低活动。VR体育活动的综合强度与传统运动相匹配,能够达到传统锻炼方式的锻炼效果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8f03/10548798/b7c02f78b3f6/10.1177_20552076231205287-fig1.jpg

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