首页> 外文期刊>CyberPsychology & Behavior >Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Weil-Being
【24h】

Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Weil-Being

机译:增强现实锻炼期间的生理监测证实了健康和身心健康的优势

获取原文
获取原文并翻译 | 示例
获取外文期刊封面目录资料

摘要

Augmented reality (AR) is a versatile tool that is changing the way we interact with the world. One way is through exergaming, integrating AR, and gaming with traditional exercise programs. This study aimed to test three different AR systems to determine their ability to elicit physiological responses similar to those experienced while exercising or performing rehabilitation exercises. The systems tested included a head-mounted display experience (Teapots), a Sony EyeToy game (Slap Stream), and a prototype of a PC-camera-based system (Drums). Physiological recordings show that Slap Stream and Drums produced significant increases (ip 0.05) in heart rate (HR) and skin conductance, and all three games produced nonsignificant increase in respiratory rate. Of the three games, Slap Stream produced the highest rates of low- (∼28 percent), moderate- (17 percent), and high-intensity (∼22 percent) HRs. This study successfully showed that inexpensive easy-to-use AR systems can effectively contribute to exercise programs. Future game design recommendations, including feedback, mixed reality, and stress tracking, are discussed.
机译:增强现实(AR)是一种多功能工具,正在改变我们与世界互动的方式。一种方法是通过锻炼,将AR和游戏与传统锻炼程序集成在一起。这项研究旨在测试三种不同的AR系统,以确定它们引起类似于锻炼或进行康复锻炼时所经历的生理反应的能力。测试的系统包括头戴式显示体验(茶壶),Sony EyeToy游戏(Slap Stream)和基于PC相机的系统的原型(鼓)。生理记录显示,拍击声和鼓声使心率(HR)和皮肤电导显着增加(> 0.05),并且所有这三场游戏都使呼吸率无明显增加。在这三场比赛中,Slap Stream产生了最低的(〜28%),中等(17%)和高强度(〜22%)HR率最高。这项研究成功地表明,廉价,易于使用的AR系统可以有效地促进锻炼计划。讨论了未来的游戏设计建议,包括反馈,混合现实和压力跟踪。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

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