关键词: Affective valence Augmented reality Extended reality Immersion Immersive videos Virtual reality

来  源:   DOI:10.1016/j.psychsport.2024.102684

Abstract:
Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment-Presence-Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.
摘要:
需要采取循证干预措施来促进参与体育活动。视听刺激经常被用来增强锻炼体验。尽管如此,对所采用的技术设备的质量进行考察的研究很少。使用实施方式-存在-交互立方体(Flavián等人。,2019)作为指导概念框架,这份注册报告的目的是检查多维数据集的每个维度(即,实施例,存在和交互性)影响了一系列与运动相关的情感和知觉变量。采用平衡的受试者内设计(N=24)。参与者在四种条件下在自行车测力计上完成了20分钟的锻炼:电视,增强现实,360°视频和虚拟现实。重复测量方差分析表明,情感效价存在显著的条件×时间点相互作用(p=.046),技术设备提供的更大体现导致更积极的反应。分析还表明了运动享受条件的主要影响,记住了快乐和预测的快乐,更多的技术设备的存在导致更积极的反应。结合高水平体现的技术,存在和交互性(例如,虚拟现实)似乎在任务中产生了几个好处(例如,情感效价)和任务后(例如,记住的快乐)在通气阈值下进行运动的反应。
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