虚拟现实(VR)练习旨在通过丰富的视听刺激的沉浸式体验提供积极的情感和感官体验。尽管如此,目前缺乏比较VR运动与在非VR环境中进行的匹配运动的急性效应的大样本量研究.该研究比较了VR锻炼会话与匹配的非VR锻炼会话的急性效果,快乐,享受,感知到的努力,和心率。这是一项交叉随机临床试验。时间,困难,非VR运动的运动类型与VR运动相匹配。在每次会议之前和之后,参与者对博格的感知锻炼量表做出了回应,感觉量表和毛毡唤醒量表,和身体活动享受量表。使用广义线性模型进行分析,威尔科克森的,和配对样品的T检验。共有83名年龄35.46岁的成年人(40名女性)被纳入研究。处于VR状态的参与者的情感增加更大(平均变化差异=0.95,95%置信区间[CI]=0.83-1.06,P<0.001),觉醒(平均变化差异=0.37,95%CI=0.23-9.50,P<0.001)。VR会议后的乐趣和享受中位数更高。总之,身临其境的VR练习更加艰苦,但导致了更好的情感反应,更大的乐趣,和享受。
Virtual reality (VR) exercise aims to offer positive affective and sensory experiences through an immersive experience rich in audiovisual stimuli. Notwithstanding, there is a paucity of large sample size studies comparing the acute effects of VR exercise compared with a matched exercise performed in a non-VR environment. The
study compared the acute effects of a VR exercise session versus a matched non-VR exercise session in effect, pleasure, enjoyment, perceived exertion, and heart rate. This is a crossover randomized clinical
trial. The time, difficulty, and exercise type of the non-VR exercise were matched to VR exercise. Before and immediately after each session, participants responded to the Borg\'s Perceived Exertion Scale, the Feeling Scale and the Felt
Arousal Scale, and the Physical Activity Enjoyment Scale. The analyses were conducted with Generalized Linear Models, Wilcoxon\'s, and T-test for paired samples. A total of 83 adults (40 females) aged 35.46 years were included in the
study. Participants in the VR condition had a greater increase in affect (mean change difference = 0.95, 95% confidence interval [CI] = 0.83-1.06, P < 0.001),
arousal (mean change difference = 0.37, 95% CI = 0.23-9.50, P < 0.001). The pleasure and enjoyment median after the VR session were higher. In conclusion, the immersive VR exercise was more strenuous, but resulted in a better affective response, greater pleasure, and enjoyment.