Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study (Preprint) DOI
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

et al.

Published: Oct. 26, 2023

BACKGROUND The effectiveness of virtual reality (VR) fitness games as a form moderate to vigorous physical activity has yet be thoroughly quantified through gold standard energy expenditure measures. OBJECTIVE purpose this study was examine the 2 medium-intensity modes (“Flow and “Boxing”) VR game, Supernatural, using indirect calorimetry. METHODS Indirect calorimetry used relative objective maximal oxygen consumption (VO<sub>2</sub> max), metabolic equivalents task (METs), calories burned during bouts both Flow Boxing gameplay in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female n=11 male). METs were also compared triaxial waist-worn accelerometer, an Apple smartwatch, headset. Mood states assessed pre- postbout shortened Profile States Questionnaire<i>.</i> Paired 2-tailed <i>t</i> tests differences game modes, between sexes, pre-post exercise sessions. RESULTS Objective VO<sub>2</sub> max averaged 1.93 (SD 0.44) L/min 27.61 5.60) mL/kg/min, respectively, modes. 8.2, 1.54 METs) 7.6, 1.66 are classified high expenditure, activities. Calorie data accelerometer headset differed significantly from cart. changes post consistent with expected values for moderate- vigorous-intensity activity, participants reporting that they felt more “active,” “full pep,” “vigorous,” “lively” (<i>P</i>&lt;.05) following bouts. Male reported higher (VO<sub>2</sub>) modes; no other sex-specific observed. CONCLUSIONS Both Supernatural classify demonstrate potential promote mental health benefits. may effective modality training program.

Language: Английский

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape DOI Creative Commons
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke

et al.

Published: May 11, 2024

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body research explores XR exergames, no previous review has structured this rapidly expanding landscape. We conducted scoping current state exergame (i) provide overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction medical databases, we ultimately included 186 our analysis. quantitative qualitative summary research, showing trends potential future considerations. Finally, taxonomy help design methodological investigation reporting.

Language: Английский

Citations

16

Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality DOI Creative Commons
Abdul Hannan Bin Zulkarnain,

Xu Cao,

Zoltán Kókai

et al.

Foods, Journal Year: 2024, Volume and Issue: 13(3), P. 375 - 375

Published: Jan. 24, 2024

Virtual reality (VR) technology has gained significant attention in various fields, including education for health professionals, sensory science, psychology, and consumer research. The first aim of the paper is to explore self-assessed experience emotional involvement analysis performed VR. Positive Negative Affect Schedule (PANAS) a widely used self-report measure that assesses positive negative affective states. VR involves use immersive, interactive, multi-sensory environments evaluate perception responses. By synthesizing relevant literature, this provides insights into impact on states, effectiveness eliciting emotions, potential applications PANAS analysis. Furthermore, second uncover effect evaluation participant’s as it their evaluations. results suggest an increase sum effects decrease ones. Although these are promising, relationship between still underexplored, with limited research investigating specific states measured using PANAS. Further needed better understand assessing responses its implications

Language: Английский

Citations

9

Enhancing Physical Activity with Immersive Virtual Reality: A Systematic Review DOI
Alessio Mocco, Lucia Valmaggia,

Lara Bernardi

et al.

Cyberpsychology Behavior and Social Networking, Journal Year: 2024, Volume and Issue: 27(5), P. 303 - 317

Published: March 20, 2024

The aim of this article is to review how immersive virtual reality-enhanced physical activity (IVR-PA) can be used improve psychological, physiological, and performance outcomes linked exercising compare it with non-immersive (nIVR-PA) traditional (TR-PA). We also aimed explore the effectiveness IVR-PA in promoting psychological well-being engagement activity. A systematic literature (Prospero CRD42022330572) was conducted following Preferred Reporting Items for Systematic Reviews Meta-Analysis guidelines. OVID (including Medline, Embase, GlobalHealth, APA PsychInfo), Web Science, Sport Discuss were searched. quality studies assessed using Effective Public Health Practice Project Quality Assessment. search identified 26,548 titles. After screening, 20 (the total number participants 798) published between 2009 2023 included review. rated as weak (

Language: Английский

Citations

5

Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study DOI Creative Commons
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e53999 - e53999

Published: June 4, 2024

Background The effectiveness of virtual reality (VR) fitness games as a form moderate to vigorous physical activity has yet be thoroughly quantified through gold standard energy expenditure measures. Objective purpose this study was examine the 2 medium-intensity modes (“Flow and “Boxing”) VR game, Supernatural, using indirect calorimetry. Methods Indirect calorimetry used relative objective maximal oxygen consumption (VO2 max), metabolic equivalents task (METs), calories burned during bouts both Flow Boxing gameplay in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female n=11 male). METs were also compared triaxial waist-worn accelerometer, an Apple smartwatch, headset. Mood states assessed pre- postbout shortened Profile States Questionnaire. Paired 2-tailed t tests differences game modes, between sexes, pre-post exercise sessions. Results VO2 max averaged 1.93 (SD 0.44) L/min 27.61 5.60) mL/kg/min, respectively, modes. 8.2, 1.54 METs) 7.6, 1.66 are classified high expenditure, activities. Calorie data accelerometer headset differed significantly from cart. changes post consistent with expected values for moderate- vigorous-intensity activity, participants reporting that they felt more “active,” “full pep,” “vigorous,” “lively” (P<.05) following bouts. Male reported higher (VO2) modes; no other sex-specific observed. Conclusions Both Supernatural classify demonstrate potential promote mental health benefits. may effective modality training program.

Language: Английский

Citations

5

ADHD Dog: A Virtual Reality Intervention Incorporating Behavioral and Sociocultural Theories with Gamification for Enhanced Regulation in Individuals with Attention Deficit Hyperactivity Disorder DOI Creative Commons

Nikolaos Sergis,

Christos Troussas, Akrivi Krouska

et al.

Computers, Journal Year: 2024, Volume and Issue: 13(2), P. 46 - 46

Published: Feb. 4, 2024

The need for effective cognitive training methodologies has increased, particularly individuals dealing with Attention Deficit Hyperactivity Disorder (ADHD). In response to this demand, Virtual Reality (VR) technology emerges as a promising tool support functions. Addressing imperative, our paper introduces ADHD Dog, VR game designed aid by harnessing the advancements in and science. Our approach integrates behavioral sociocultural theories, alongside gamification, foster player engagement reinforce theories employed, including operant conditioning social constructivism, are specifically chosen their relevance ADHD’s aspects potential promote active context-based engagement. grounded principles of neuroplasticity behaviorist methods, distinguishes itself utilizing amplify functions, like impulse control, attention, short-term memory. An evaluation ADHD, psychologists computer scientists yielded results, underscoring significant contribution blending narrative-driven gameplay along training.

Language: Английский

Citations

4

Impact on Body Composition and Physical Fitness of an Exercise Program Based on Immersive Virtual Reality: A Case Report DOI Creative Commons
Andrés Godoy-Cumillaf, Paola Fuentes-Merino, Frano Giakoni-Ramírez

et al.

Journal of Functional Morphology and Kinesiology, Journal Year: 2025, Volume and Issue: 10(1), P. 56 - 56

Published: Feb. 4, 2025

Background/Objectives: The practice of physical activity contributes to obtaining adequate values body composition and fitness, which is beneficial for people's health. However, a large part the adult population does not comply with recommendations activity, due factors such as lack time nearby sports venues. Immersive virtual reality tool that allows individuals immerse themselves in simulated world perceive visual, auditory, tactile sensations. Its use interventions favors exercise situations that, space, could be limited real life. objective this case report measure impact on fitness an program executed through immersive reality. Methods: design study quantitative approach developed intervention was evaluated considering fat muscle components, cardiorespiratory speed-agility, hand grip strength, pre- post-testing. based lasted 8 weeks. subject 24-year-old man, second-year student Pedagogy Physical Education at Chilean university, no previous experience tool. Results: results indicate decreased component slightly improved musculature, while speed-agility improved, but manual strength decreased. Conclusions: It concluded training proves can promote improvements fitness; it necessary carry out more research validate potential instrument means contributing health population.

Language: Английский

Citations

0

Virtual reality-based training for radiopharmaceutical administration: development and educational effectiveness DOI Creative Commons
Akihiro Kakimoto, Daisuke Fujise, Shin Hasegawa

et al.

PLoS ONE, Journal Year: 2025, Volume and Issue: 20(3), P. e0321101 - e0321101

Published: March 31, 2025

In Japan, task shifting and sharing are promoted to reduce the workload of physicians. Radiological technologists have been assigned new responsibilities, such as securing venous access for radiopharmaceutical administration. This study aimed develop a prototype Virtual Reality (VR) training system that allows safe repeatable radiological technologists. Additionally, educational effectiveness VR was evaluated, concentration levels participants were assessed using multiple physiological indicators. Overall, 17 male 12 female (mean age 20.1 ± 0.9 years) enrolled in this classified into two groups—video-based immersive groups—both which simulated Concentration tension evaluated electroencephalography (EEG) data, salivary amylase levels, mood assessments. The multiple-choice cognitive test. Compared with resting alpha/beta ratio EEG (indicating relaxed concentration) significantly decreased by 19% video-based increased 40% groups (both p < 0.05). No significant difference observed between groups. test scores, 2.0 3.4 points groups, respectively; both (p However, no correlation found performance. Thus, promotes more concentrated state higher than VR. suggests participatory may be effective observational training. Further research should explore relationship evaluation medical skills.

Language: Английский

Citations

0

Resting-state blink rate does not increase following very-light-intensity exercise, but individual variation predicts executive function enhancement levels DOI Creative Commons
Ryuta Kuwamizu, Yudai Yamazaki,

Naoki Aoike

et al.

Journal of PHYSIOLOGICAL ANTHROPOLOGY, Journal Year: 2025, Volume and Issue: 44(1)

Published: April 14, 2025

Abstract Background Acute physical exercise, even at a very-light-intensity, potentiates prefrontal cortex activation and improves executive function. The underlying circuit mechanisms in the brain remain poorly understood, though we speculate potential involvement of arousal-related neuromodulatory systems. Recently, our rodent study demonstrated that light-intensity, activates midbrain dopaminergic neurons. Resting-state spontaneous eye blink rate is linked to brain-arousal neural circuits, potentially those modulated by system. We hypothesized substrates resting-state contribute cognitive impact acute very-light-intensity exercise. Method analyzed data from previous with renewed focus on rate. Twenty-four healthy young adults completed both 10 min cycling (very-light-intensity exercise: 30% peak oxygen uptake) rest conditions. Stroop task performance were measured before after exercise resting control. Results showed no significant differences changes between However, correlation analyses revealed exercise-induced significantly associated individual variations enhancement. Conclusion Very-light-intensity does not elicit consistent increase This finding support increase-linked substrate enhancing function through altered predictive enhancement levels; this may serve as novel contactless biomarker for predicting benefits health cognition.

Language: Английский

Citations

0

DistKey: Incorporating Physical Activities into Daily Workflow through Spatially Distributed Hotkeys DOI
Dongjun Han, Pingting Chen,

Yutong Sun

et al.

Published: April 24, 2025

Language: Английский

Citations

0

Cognitive decline with pupil constriction independent of subjective fatigue during prolonged esports across player expertise levels DOI Creative Commons
Takashi Matsui, Shion Takahashi, Genta Ochi

et al.

Computers in Human Behavior, Journal Year: 2024, Volume and Issue: 156, P. 108219 - 108219

Published: March 26, 2024

Cognitive fatigue, a transient cognitive decline stemming from extended mental and physical activity, is well established in conventional contexts. However, its manifestation self-awareness during digital pursuits, as an integrated style of notably electronic sports (esports), remain underexplored. Here we show that, using virtual football representative model for esports, prolonged esports cause fatigue with pupil constriction, independent subjective across player expertise. Casual hardcore players engaged intensive 3 h gaming session, sense executive function, diameter potential signifier, other physiological parameters were recorded. Subjective remained unchanged up to 2 h, but increased after inversely linked reported enjoyment, both groups players. Executive assessed by flanker interference, decreased casual The accuracy the task players, despite initial edge. Pupil correlated performance diverged types. Our findings clearly suggest disparity between actual awareness transcending levels constriction neurobiological marker integrating divergent engagement.

Language: Английский

Citations

3