Banerski Grzegorz, Abramczuk Katarzyna, Muczyński Bartosz, Cnotkowski Daniel
National Information Processing Institute, Laboratory of Interactive Technologies, Aleje Niepodległości 188B, 00-608, Warsaw, Poland.
University of Warsaw, Faculty of Sociology, Karowa 18, 00-324, Warsaw, Poland.
Psychol Sport Exerc. 2025 Jan;76:102740. doi: 10.1016/j.psychsport.2024.102740. Epub 2024 Sep 10.
This study advances understanding of the impact of flat-screen and virtual reality (VR) remote exercise environments in a home setting on affective attitudes towards physical exertion, with either a human or an avatar trainer. Employing a two-by-two factorial design, we manipulated both the medium (flat screen vs. VR) and the type of trainer (human vs. avatar). A total of 108 participants engaged in the study using a custom VR application for the Oculus Quest 2 headset or training videos, both prepared specifically for this study. The participants underwent a 15-min high-intensity interval training (HIIT) regimen, completing six workouts in their homes within fourteen days. Data on their exercise experiences and their affective attitudes towards exercise were collected using the CAWI technique. These were next analysed using a model that presumes that exercise experiences can increase motivation to exercise. We also studied the roles of spatial presence and trainer relatedness. Our results show that VR physical training shifted affective attitudes towards exercise positively, in contrast to the flat-screen groups. Moreover, using a digital avatar as a trainer had no negative effect on this favourable change in attitude. The change in affective attitude was influenced primarily by baseline levels and the wellbeing experienced during training. The factors we added to the original model-relatedness to the trainer and spatial presence-also contributed significantly to wellbeing. Perception of competence was a critical determinant of wellbeing, while perceived exertion was largely irrelevant. The HIIT protocol in the study was suitable for VR exercise.
本研究增进了对家庭环境中平板屏幕和虚拟现实(VR)远程锻炼环境对体力活动情感态度影响的理解,其中锻炼指导者可以是真人或虚拟形象。我们采用二乘二析因设计,对媒介(平板屏幕与VR)和指导者类型(真人与虚拟形象)这两个因素进行了操控。共有108名参与者使用专门为本研究准备的适用于Oculus Quest 2头戴设备的定制VR应用程序或训练视频参与了该研究。参与者接受了15分钟的高强度间歇训练(HIIT)方案,在十四天内于家中完成了六次锻炼。使用计算机辅助网络访谈(CAWI)技术收集了他们的锻炼体验以及对锻炼的情感态度数据。接下来,我们使用一个假定锻炼体验可以增强锻炼动机的模型对这些数据进行了分析。我们还研究了空间临场感和与指导者的关联度的作用。我们的结果表明,与平板屏幕组相比,VR体育锻炼对锻炼的情感态度产生了积极的转变。此外,使用数字虚拟形象作为指导者对这种态度的积极转变没有负面影响。情感态度的变化主要受基线水平和训练期间体验到的幸福感的影响。我们在原始模型中添加的因素——与指导者的关联度和空间临场感——也对幸福感有显著贡献。能力感知是幸福感的关键决定因素,而感知到的运动量在很大程度上与之无关。本研究中的HIIT方案适用于VR锻炼。