Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review

I. Odenigbo, J. Reen, Chimamaka Eneze, Aniefiok Friday, Rita Orji
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Abstract

The emergence of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) technologies have made it possible to actualize many things in virtual space that may have cost more to explore in real-life settings. Such technologies have significantly contributed to human health and well-being over the years and they recently gained research attention in promoting physical activities across all age groups. This paper presents a systematic review of VR/AR/MR applications for promoting physical activity (PA). We reviewed 39 papers from 5 databases that met the inclusion criteria. The review results show that (1) VR-driven interventions were more common than AR and MR interventions, (2) more interventions were targeted toward the general public, (3) most interventions adopted exergames as the approach for designing their systems, (4) the self-monitoring strategy emerged as the most used persuasive strategy while tailoring was the least used strategy, and (5) the majority of the interventions were perceived to be effective in promoting PA. We propose that future AR/VR/MR interventions should investigate skill-building goals through systems that provide dynamic feedback to the target audience. This will allow participants to gain experience and skills to promote their physical health.
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虚拟、增强和混合现实对身体活动的干预:系统综述
虚拟现实(VR)、增强现实(AR)和混合现实(MR)技术的出现,使得在虚拟空间中实现许多在现实环境中可能需要花费更多成本的事情成为可能。这些技术多年来对人类健康和福祉作出了重大贡献,最近在促进所有年龄组的身体活动方面得到了研究关注。本文系统综述了VR/AR/MR在促进身体活动(PA)方面的应用。我们从5个数据库中检索了39篇符合纳入标准的论文。结果表明:(1)vr驱动的干预比AR和MR干预更常见;(2)更多的干预针对普通公众;(3)大多数干预采用游戏作为设计系统的方法;(4)自我监控策略是最常用的说服策略,而剪裁策略是最少使用的策略;(5)大多数干预被认为对促进PA有效。我们建议未来的AR/VR/MR干预应该通过向目标受众提供动态反馈的系统来调查技能培养目标。这将使参与者获得经验和技能,以促进他们的身体健康。
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