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Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation

机译:来自反复措施设计实验的结果与指导,比较站立和坐着的全身姿态的沉浸式虚拟现实Exergames:受试者内部评估

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Background Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored. Objective This study aimed to evaluate the difference between playing a full-body gesture-based iVR standing exergame and seated exergame in terms of gameplay performance, intrinsic motivation, and motion sickness. Methods A total of 52 participants completed the experiment. The order of the game mode (standing and sitting) was counterbalanced. Gameplay performance was evaluated by action or gesture completion time and the number of missed gestures. Exertion was measured by the average heart rate (HR) percentage (AvgHR%), increased HR%, calories burned, and the Borg 6-20 questionnaire. Intrinsic motivation was assessed with the Intrinsic Motivation Inventory (IMI), whereas motion sickness was assessed via the Motion Sickness Assessment Questionnaire (MSAQ). In addition, we measured the fear of falling using a 10-point Likert scale questionnaire. Results Players missed more gestures in the seated exergame than in the standing exergame, but the overall miss rate was low (2.3/120, 1.9%). The analysis yielded significantly higher AvgHR%, increased HR%, calories burned, and Borg 6-20 rating of perceived exertion values for the seated exergame (all P .001). The seated exergame was rated significantly higher on peripheral sickness ( P =.02) and sopite-related sickness (MSAQ) ( P =.004) than the standing exergame. The score of the subscale “value/usefulness” from IMI was reported to be higher for the seated exergame than the standing exergame. There was no significant difference between the seated exergame and standing exergame in terms of intrinsic motivation (interest/enjoyment, P =.96; perceived competence, P =.26; pressure/tension, P =.42) and the fear of falling ( P =.25). Conclusions Seated iVR full-body gesture-based exergames can be valuable complements to standing exergames. Seated exergames have the potential to lead to higher exertion, provide higher value to players, and be more applicable in small spaces compared with standing exergames. However, gestures for seated exergames need to be designed carefully to minimize motion sickness, and more time should be given to users to perform gestures in seated exergames compared with standing exergames.
机译:背景技术虽然已经在广泛的环境中研究了全身坐骑练习(即房屋,医院和日托中心),但它们很少被转换为坐在的Exergames。此外,越来越多的关于沉浸式虚拟现实(IVR)基于身体姿态的常设Exergams的研究,但坐着的Exergams的适用性和有用性仍然很大程度上是未开发的。目的本研究旨在评估在游戏表现,内在动机和晕厥方面展示播放基于全体姿态的IVR和坐着的Exergame之间的差异。方法共有52名参与者完成了实验。游戏模式(站立和坐着)的顺序是平衡的。游戏表现是通过操作或手势完成时间和错过手势的数量来评估的。通过平均心率(HR)百分比(AVGHR%),HR%增加,卡路里燃烧,燃烧,燃烧,燃烧,燃烧,燃烧,以及Borg 6-20调查问卷。根据内在动机库存(IMI)评估了内在动机,而通过动作疾病评估问卷(MSAQ)评估动作疾病。此外,我们衡量了使用10点李克特量表调查问卷跌落的恐惧。结果玩家在坐着的Exergame中错过了更多的手势,而不是站立的Exergame,但总体错过率低(2.3 / 120,1.9%)。该分析产生显着高的AVGH%,HR%增加,卡路里燃烧的卡路里,而Borg 6-20对坐着的Exergame的感知劳动值(所有P <.001)。坐着的外周疾病(p = .02)和Sopite相关的疾病(MSAQ)(P = .004)的坐姿显着高于站立的外轭。据报道,IMI的子级“价值/有用性”的分数比站立的Exergame的坐着的Exergame更高。在内在动机(利息/享受,p = .96;感知能力,P = .26;压力/张力,p = .42)之间没有显着差异,坐着的外泌味和兴趣/ .96;压力/张力,p = .42)和坠落的恐惧( p = .25)。结论坐在IVR全身姿态的Exergams可以对常设Exergams是有价值的补充。坐着的Exergams有可能导致更高的努力,为玩家提供更高的价值,与常设Exergames相比,在小空间内更适用。然而,需要仔细设计坐着的外毒剂的手势,以最大限度地减少动作疾病,并且应该向用户提供更多的时间,以与常设外跳者相比,用户在坐着的exergams中进行手势。

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