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Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

机译:虚拟现实和交互式数字游戏技术:解决肥胖和糖尿病的新工具

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The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity.
机译:支持虚拟现实(VR)的指数级技术与越来越多的临床研究和经验的融合,推动了临床VR学科的发展。本文首先简要介绍了产生和提供VR环境的方法,用户可以针对各种临床健康状况访问这些环境。在新兴的运动健身领域中,还将讨论交互式数字游戏和基于自然运动的界面设备的新型形式,以及在使用这些系统期间对能量消耗进行研究的一些早期结果。尽管这些结果表明,玩当前可用的运动游戏比久坐运动消耗的能量大得多,并且相当于快步走,但这些活动并未达到与实际运动相匹配的强度水平,也无法提供建议的每日运动量儿童运动。但是,这些结果为使用数字技术游戏提供了一定的支持,该技术使用当前的技术水平作为常规锻炼的补充而不是替代。未来这种情况可能会改变,因为新型的全身互动系统(用于与数字游戏进行激烈互动)的新进展有望推动吸引人的,低成本互动游戏应用的创建,这些应用旨在增加高危人群的运动参与度。肥胖。

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