首页> 美国卫生研究院文献>International Journal of Environmental Research and Public Health >Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study
【2h】

Can Physical Activity in Immersive Virtual Reality Be Attractive and Have Sufficient Intensity to Meet Health Recommendations for Obese Children? A Pilot Study

机译:沉浸式虚拟现实中的身体活动是否具有吸引力具有足够的强度以满足肥胖儿童的健康建议?一项试点研究

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
机译:沉浸虚拟现实(IVR)是一种将物理世界与数字环境之间的线路展示的技术。使用适当的指示设备,可以从事物理活动(PA)。该研究的主要目标是评估体育运动的吸引力和强度,同时在IVR中在Overs By Obese Childs上展示了IVR中的活动视频游戏(AVG),并与健康建议(PA)相比呈现结果。它还评估了AVGS故事情节是否可以通过增加其努力的强度(在有限的空间与遵循集合路线遵循集合路线)来实现参与者进行运动活动。 8至12年的11岁儿童患者诊断患者参加了实验。通过调查问卷评估PA的吸引力,而在心率的基础上估计运动的强度。答案表明,受访者比传统的视频游戏更具吸引力和更令人愉快。所有参与者宣布他们愿意练习这种形式的PA。肥胖儿童在两场比赛中的强度很高,但在球员应该遵循一条设定路线的游戏中,它显着高于(83.3±9.2%HRMAX),而不是在游戏中,其故事情节在有限空间中移动的故事情节(77.4±9.8%hrmax)。由于PA的高强度在播放了AVG学习的同时,如果游戏定期使用,则可以假设肥胖儿童可以从健康受益。但是,需要进一步研究来验证本论文。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号