Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.

IF 2.1 3区 医学 Q1 REHABILITATION BMC Sports Science Medicine and Rehabilitation Pub Date : 2024-07-17 DOI:10.1186/s13102-024-00945-y
Jacek Polechoński
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Abstract

Background: It appears that active video games (AVGs) and training apps that allow for physical activity (PA) in immersive virtual reality (VR) may be useful for sports, health-enhancing PA, and physical education (PE). Therefore, research is needed to identify their potential.

Objective: The study aimed to evaluate the intensity and attractiveness of exercise during table tennis (TT) training in VR in arcade and simulation modes and to assess the potential for using such exercises in health-enhancing PA, sport, and PE.

Methods: The research used the Racket Fury: Table Tennis VR. Exercise intensity during TT training in VR was evaluated by heart rate (HR) monitoring and rating of perceived exertion (RPE 6-20). The effectiveness of short-term TT training in VR was estimated based on the user's performance in playing against an opponent with artificial intelligence (AI), satisfaction with playing TT was measured using the Physical Activity Enjoyment Scale (PACES), and the potential usefulness of the tested app in PA, sport, and PE was assessed based on a questionnaire for participating PE teachers (30 participants).

Results: PA intensity during TT training in VR expressed as a percentage of maximum heart rate (HRmax) was moderate but was significantly (p < 0.001; d=-0.830) higher in the easier arcade mode (69.50 ± 12.58%HRmax) than in the simulation mode (64.10 ± 9.67%HRmax). Despite the greater fatigue of respondents, user satisfaction was significantly higher in arcade mode. Users' performance when playing with AI was significantly better after 20 min of training in VR than before training. PE teachers recognize the great potential of the app.

Conclusions: The application tested is characterized by a beneficial PA intensity, with its level depending on the game mode. Facilitating strokes during a game of virtual TT promotes increased intensity of exercise and increased enjoyment of the PA. Short-term TT training in VR improves playing skills in a virtual environment. PE teachers spoke highly of the app and recognized the potential for using VR technology in PA, sports, and school PE.

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在沉浸式虚拟环境中打乒乓球时,根据游戏模式评估体育锻炼的强度和吸引力。
背景:在身临其境的虚拟现实(VR)中进行体育活动(PA)的主动视频游戏(AVGs)和训练应用程序似乎可用于体育运动、增强体质的体育活动和体育教育(PE)。因此,需要对其潜力进行研究:本研究旨在评估在虚拟现实中以街机和模拟模式进行乒乓球(TT)训练时的运动强度和吸引力,并评估在增强健康的体育锻炼、运动和体育课中使用此类练习的潜力:研究使用了《Racket Fury: Table Tennis VR》。方法:研究使用了《Racket Fury: Table Tennis VR》,在 VR 中进行乒乓球训练时的运动强度通过心率(HR)监测和感知用力评分(RPE 6-20)进行评估。根据用户与人工智能(AI)对手比赛的表现,评估了在 VR 中进行短期乒乓球训练的有效性;使用体力活动享受量表(PACES)测量了乒乓球运动的满意度;根据对参与测试的体育教师(30 名参与者)的问卷调查,评估了测试应用程序在体力活动、体育运动和体育课中的潜在用途:结果:在 VR 中进行 TT 训练时,以最大心率(HRmax)百分比表示的 PA 强度适中,但明显(p 最大)高于模拟模式(64.10 ± 9.67%HRmax)。尽管受访者的疲劳程度较高,但在街机模式下用户的满意度明显较高。用户在 VR 中接受 20 分钟训练后,与人工智能进行游戏时的表现明显优于训练前。体育教师认识到了该应用程序的巨大潜力:结论:测试的应用程序具有有益的 PA 强度,其强度取决于游戏模式。在虚拟 TT 游戏中促进击球可提高运动强度,增加 PA 的乐趣。VR 中的短期 TT 训练提高了在虚拟环境中的运动技能。体育教师对该应用程序给予了高度评价,并认识到将 VR 技术用于 PA、体育运动和学校体育的潜力。
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来源期刊
BMC Sports Science Medicine and Rehabilitation
BMC Sports Science Medicine and Rehabilitation Medicine-Orthopedics and Sports Medicine
CiteScore
3.00
自引率
5.30%
发文量
196
审稿时长
26 weeks
期刊介绍: BMC Sports Science, Medicine and Rehabilitation is an open access, peer reviewed journal that considers articles on all aspects of sports medicine and the exercise sciences, including rehabilitation, traumatology, cardiology, physiology, and nutrition.
期刊最新文献
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