■体育活动(PA)的主要当代形式之一涉及身临其境的虚拟现实(VR)环境中的锻炼和游戏,这允许用户在小空间内练习各种形式的PA。不幸的是,当前可用的大多数VR游戏和锻炼应用程序大多基于上半身运动,尤其是手臂,这不能保证足够高的运动强度和健康益处。因此,值得寻求解决方案,以帮助增加VR中PA期间的运动负荷。
■这项研究的主要目的是评估不同弹性水平的乳胶阻力带形式的弹性手臂阻力对学生玩BoxVR游戏时\'PA强度的影响。我们进一步评估了这种运动形式的满意度及其与PA强度的关系。
■总共21名健康且身体健康的男性(平均年龄22.5,SD2.0岁)被纳入研究。测试包括3个10分钟的游戏。一个游戏在没有负载的情况下运行,另外两个游戏在1.5米的乳胶阻力带(低阻力和高阻力)下运行。测试的顺序是随机的,参与者在每次运动后休息20分钟。使用客观(心率监测)和主观(Borg量表)方法估计运动强度。身体活动享受量表用于评估对PA的满意度。弹性阻力对运动强度和使用者享受的影响是使用方差分析进行重复测量来估计的。
■方差分析结果表明,弹性阻力的掺入引起了VR中PA强度的显着变化(F2,40=20.235,P<.001;η²p=0.503),在没有阻力的情况下比赛时很低,然后在有额外阻力的情况下增加到中等水平。松紧带的使用也改变了参与者对VR运动乐趣的看法(F2,40=9.259,P<.001;η²p=0.316)。在没有上肢负荷(平均6.19,SD0.61)和轻微的弹性阻力(平均6.17,SD0.66)的情况下,学生对VR中PA的满意度以7分制进行了高度评价,并且相似。而当加入较高的负荷时,他们的满意度显着下降(平均5.66,SD0.94)。
■玩BoxVR游戏的学生中PA的强度处于相对较低的水平。随着上肢松紧带的增加阻力,运动强度增加到中等水平,作为获得健康益处的建议。参与者对PA在VR中的享受评价很高。使用轻微的弹性阻力不会对BoxVR游戏的满意度产生负面影响,尽管用户满意度随着负载的增加而下降。应该进行进一步的研究,以提高VR运动的有效性,以便普通用户可以享受健康益处。
UNASSIGNED: One of the main contemporary forms of physical activity (PA) involves exercises and games in an immersive virtual reality (VR) environment, which allows the user to practice various forms of PA in a small space. Unfortunately, most of the currently available VR games and workout applications are mostly based on upper body movements, especially the arms, which do not guarantee sufficiently high exercise intensity and health benefits. Therefore, it is worth seeking solutions to help increase the exercise load during PA in VR.
UNASSIGNED: The main aim of this study was to evaluate the effect of elastic arm resistance in the form of latex resistance bands of different elasticity levels on the intensity of students\' PA while playing the BoxVR game. We further assessed the satisfaction of this form of exercise and its associations with PA intensity.
UNASSIGNED: A total of 21 healthy and physically fit men (mean age 22.5, SD 2.0 years) were included in the study. The tests consisted of 3 10-minute games. One game was run with no load and the other two were run with 1.5-meter latex resistance bands (low and high resistance). The order of the tests was randomized and the participants rested for 20 minutes after each exercise. Exercise intensity was estimated using objective (heart rate monitoring) and subjective (Borg scale) methods. The Physical Activity
Enjoyment Scale was used to assess satisfaction with the PA. The effect of elastic resistance on exercise intensity and user
enjoyment was estimated using ANOVA for repeated measures.
UNASSIGNED: The ANOVA results indicated that incorporation of elastic resistance caused a significant change (F2,40=20.235, P<.001; η²p=0.503) in the intensity of PA in VR, which was low while playing without resistance and then increased to a moderate level with additional resistance. The use of elastic bands also changed participants\' perceptions of the
enjoyment of exercise in VR (F2,40=9.259, P<.001; η²p=0.316). The students rated their satisfaction with PA in VR on a 7-point scale highly and similarly when exercising without an upper limb load (mean 6.19, SD 0.61) and with slight elastic resistance (mean 6.17, SD 0.66), whereas their satisfaction declined significantly (mean 5.66, SD 0.94) when incorporating a higher load.
UNASSIGNED: The intensity of PA among students playing the BoxVR game is at a relatively low level. With the added resistance of elastic bands attached to the upper limbs, the intensity of the exercise increased to a moderate level, as recommended for obtaining health benefits. Participants rated the
enjoyment of PA in VR highly. The use of slight elastic resistance did not negatively affect satisfaction with the BoxVR game, although user satisfaction declined with a higher load. Further research should be undertaken to increase the effectiveness of exercise in VR so that regular users can enjoy the health benefits.