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。

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
{"title":"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。","authors":"Jacek Polechoński","doi":"10.1186/s13102-024-00945-y","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>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.</p><p><strong>Objective: </strong>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.</p><p><strong>Methods: </strong>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).</p><p><strong>Results: </strong>PA intensity during TT training in VR expressed as a percentage of maximum heart rate (HR<sub>max</sub>) was moderate but was significantly (p < 0.001; d=-0.830) higher in the easier arcade mode (69.50 ± 12.58%HR<sub>max</sub>) than in the simulation mode (64.10 ± 9.67%HR<sub>max</sub>). 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.</p><p><strong>Conclusions: </strong>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.</p>","PeriodicalId":48585,"journal":{"name":"BMC Sports Science Medicine and Rehabilitation","volume":"16 1","pages":"155"},"PeriodicalIF":2.1000,"publicationDate":"2024-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11256511/pdf/","citationCount":"0","resultStr":"{\"title\":\"Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.\",\"authors\":\"Jacek Polechoński\",\"doi\":\"10.1186/s13102-024-00945-y\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>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.</p><p><strong>Objective: </strong>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.</p><p><strong>Methods: </strong>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).</p><p><strong>Results: </strong>PA intensity during TT training in VR expressed as a percentage of maximum heart rate (HR<sub>max</sub>) was moderate but was significantly (p < 0.001; d=-0.830) higher in the easier arcade mode (69.50 ± 12.58%HR<sub>max</sub>) than in the simulation mode (64.10 ± 9.67%HR<sub>max</sub>). 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.</p><p><strong>Conclusions: </strong>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.</p>\",\"PeriodicalId\":48585,\"journal\":{\"name\":\"BMC Sports Science Medicine and Rehabilitation\",\"volume\":\"16 1\",\"pages\":\"155\"},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2024-07-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11256511/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"BMC Sports Science Medicine and Rehabilitation\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1186/s13102-024-00945-y\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"REHABILITATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"BMC Sports Science Medicine and Rehabilitation","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1186/s13102-024-00945-y","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"REHABILITATION","Score":null,"Total":0}
引用次数: 0

摘要

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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode.

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.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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
The arch myth: investigating the impact of flat foot on vertical jump height: a systematic review and meta-analysis. Sprint and jump performance are determined by localized BIA - an ecological study in track and field adolescent athletes. The effects of combined exercises, short foot exercises, and short foot exercises with isometric hip abduction on navicular drop, static parameters, and postural sway in women with flat foot: A randomized trial. Associations between body mass index and physical fitness indicators among Chinese university students: a multicenter cross-sectional study. Self-assessed performance-based function test versus patient-reported outcome measures for knee and hip osteoarthritis.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1