Impact of immersive virtual reality games or traditional physical exercise on cardiovascular and autonomic responses, enjoyment and sleep quality: a randomized crossover study

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
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引用次数: 0

Abstract

Objectives: To assess the potential of immersive virtual reality (IVR) in achieving moderate exercise intensity, and 2) to examine the acute effects of two IVR exergame sessions (BOXVR and Beat Saber), comparing them with the impact of traditional exercise on heart rate variability (HRV), perceived effort, delayed onset muscle soreness, motivation, and sleep. Materials and methods: A crossover design was used. The participants (n = 22) randomly performed two sessions of IVR and one session of moderate intensity physical activity, each session lasting 30 min. Heart Rate (HR) and HRV, Perceived Exertion Scale, Intrinsic Motivation Inventory, sleep quality, and perceived pain, were evaluated. Results: The cardiac response to the activities was significantly higher when participants performed traditional physical activity as compared to the BOXVR and Beat Saber games. Traditional training provided a different HRV response as compared to Beat Saber (LnRMSSD, p = 0.025; SDNN, p = 0.031). Although the sessions were planned for moderate intensity, BOXVR generated a moderate intensity (49.3% HRreserve), Beat Saber (29.6% HRreserve) a light one, and the Circuit session, a vigorous one (62.9% HRreserve). In addition, traditional training reported higher perceived exertion and pain with less enjoyment. Differences were observed between the exergames. BOXVR resulted in a lower cardiac response (HRmax and HRmean), and a higher perception of exertion and pain at 72 h. The sleep variables analyzed were not altered by any of the sessions. Conclusions: BOXVR and traditional training can lead to moderate intensity physical activity. However, traditional training could result in lower adherence to physical exercise programs, as it was perceived as more intense and less enjoyable.

沉浸式虚拟现实游戏或传统体育锻炼对心血管和自律神经反应、乐趣和睡眠质量的影响:随机交叉研究
摘要 目的评估沉浸式虚拟现实(IVR)在达到中等运动强度方面的潜力;2)研究两种 IVR 外部游戏(BOXVR 和 Beat Saber)的急性效应,比较它们与传统运动对心率变异性(HRV)、感知努力程度、迟发肌肉酸痛、动力和睡眠的影响。材料和方法采用交叉设计。参与者(n = 22)随机进行两节 IVR 和一节中等强度的体育锻炼,每节 30 分钟。对心率(HR)和心率变异、感知用力量表、内在动机量表、睡眠质量和感知疼痛进行了评估。结果显示与《BOXVR》和《Beat Saber》游戏相比,参与者在进行传统体育活动时的心脏反应明显更高。与 Beat Saber 游戏相比,传统训练提供了不同的心率变异反应(LnRMSSD,p = 0.025;SDNN,p = 0.031)。尽管训练计划强度适中,但 BOXVR 训练强度适中(49.3% 的心率变异保留率),Beat Saber 训练强度较低(29.6% 的心率变异保留率),而 Circuit 训练强度较高(62.9% 的心率变异保留率)。此外,传统训练的体力消耗感和疼痛感较高,但乐趣较少。外部游戏之间也存在差异。在 72 小时内,BOXVR 导致较低的心脏反应(最大心率和平均心率),以及较高的体力消耗感和疼痛感。结论BOXVR 和传统训练都能带来中等强度的身体活动。然而,传统训练可能会导致体育锻炼计划的坚持率降低,因为人们认为这种训练强度更大,而且不太愉快。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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