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超越魔方:应用于运动的体现-存在-互动立方体。

Beyond Rubik: The Embodiment-Presence-Interactivity Cube applied to exercise.

机构信息

Department of Management, University of Exeter, United Kingdom.

Department of Life Sciences, Brunel University London, United Kingdom.

出版信息

Psychol Sport Exerc. 2024 Sep;74:102684. doi: 10.1016/j.psychsport.2024.102684. Epub 2024 Jun 1.

Abstract

Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment-Presence-Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.

摘要

需要采取循证干预措施来促进人们参与体育活动。视听刺激经常被用来增强运动体验。然而,对于所使用的技术设备的质量研究却很少。本注册报告以 Flavián 等人(2019 年)的“体现-沉浸-互动立方体”(Embodiment-Presence-Interactivity Cube)为指导概念框架,旨在研究立方体的每个维度(即体现、沉浸和互动)如何影响一系列与运动相关的情感和感知变量。采用平衡的被试内设计(N=24)。参与者在四种条件下(电视、增强现实、360°视频和虚拟现实)完成 20 分钟的循环测力计运动:在四种条件下(电视、增强现实、360°视频和虚拟现实)完成 20 分钟的循环测力计运动。重复测量方差分析表明,情感效价存在显著的条件×时间点交互作用(p=0.046),技术设备提供的体现程度越高,反应越积极。分析还表明,条件对运动享受、记忆愉悦和预测愉悦有主要影响,技术设备的存在度越高,反应越积极。在通气阈值下进行的运动中,结合了高体现、沉浸和互动水平的技术(如虚拟现实)在任务内(如情感效价)和任务后(如记忆愉悦)的反应方面似乎具有多项益处。

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