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增强现实中的运动游戏是为健康的年轻人进行有氧训练和娱乐量身定制的。

Exergaming in augmented reality is tailor-made for aerobic training and enjoyment among healthy young adults.

作者信息

Philippe Antony G, Goncalves Aurélie, Korchi Karim, Deshayes Maxime

机构信息

UNIV. NIMES, APSY-V, Nîmes, France.

出版信息

Front Public Health. 2024 Feb 26;12:1307382. doi: 10.3389/fpubh.2024.1307382. eCollection 2024.

DOI:10.3389/fpubh.2024.1307382
PMID:38469269
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10925726/
Abstract

In recent years, the use of exergaming for physical activity practice has gain in popularity but few is known about the use of augmented reality for physical activity, particularly at moderate to vigorous intensities. The present study examined the use of an exergame in augmented reality for aerobic training in healthy young adults. In a within-subject design, 18 participants (19.8 ± 1.4 years of age) have performed two physical activity sessions playing dodgeball. Indeed, they realized a classical dodgeball session and an exergaming session with an augmented reality version of dodgeball game. Physical loads and intensities were measured with accelerometers, RPE and heart sensors. Enjoyment experienced during the sessions was measured with the short version of the physical activity enjoyment scale questionnaire. Results revealed that both physical load and intensity were appropriate for aerobic training in the two conditions (i.e., classical and exergame in augmented reality) although values were significantly higher in the classical condition. Enjoyment was high in the two conditions with a higher significant value in the classical condition compared to the exergame in augmented reality condition. Put together, these results indicate that an aerobic state can be attained through both physical gameplay and its augmented reality equivalent and was associated to a high level of enjoyment among healthy young adults.

摘要

近年来,将运动游戏用于体育活动锻炼越来越受欢迎,但对于增强现实技术在体育活动中的应用,尤其是在中等至剧烈强度下的应用,人们了解甚少。本研究考察了一款增强现实运动游戏在健康年轻成年人有氧训练中的应用。在一项被试内设计中,18名参与者(年龄19.8±1.4岁)进行了两场躲避球体育活动。实际上,他们进行了一场传统躲避球活动和一场使用增强现实版躲避球游戏的运动游戏活动。使用加速度计、主观用力程度分级(RPE)和心率传感器测量身体负荷和强度。使用体育活动享受量表问卷的简版测量活动期间的享受程度。结果显示,两种情况下(即传统躲避球活动和增强现实运动游戏)的身体负荷和强度都适合有氧训练,尽管传统情况下的值显著更高。两种情况下的享受程度都很高,与增强现实运动游戏情况相比,传统情况下的显著值更高。综合来看,这些结果表明,通过实体游戏及其增强现实等效形式都可以达到有氧状态,并且这与健康年轻成年人的高度享受感相关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/77b8/10925726/c0b8e8aea3d0/fpubh-12-1307382-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/77b8/10925726/ba3aff549f86/fpubh-12-1307382-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/77b8/10925726/c0b8e8aea3d0/fpubh-12-1307382-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/77b8/10925726/ba3aff549f86/fpubh-12-1307382-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/77b8/10925726/c0b8e8aea3d0/fpubh-12-1307382-g002.jpg

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