Using Virtual Reality to Promote Physical Activity

Shuo Zhou
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引用次数: 6

Abstract

The purpose of this research is to develop an immersive virtual fitness center as an intervention to promote physical activity and examine its impacts on users’ exercise plans and exercise behaviors. The virtual reality (VR)-based intervention includes three main features: enabling the users to control their avatar, personalizing the avatar to look the same as the user, and visualizing the positive consequences of exercising. We conducted an experiment to randomly assign participants to two treatment groups: experiencing either the self or another person losing weight because of exercising in the virtual environment. The findings demonstrated that the self-avatar group exercised more in the voluntary section than the other-avatar group. However, participants in the self-avatar condition perceived a lower level of sense of presence compared to participants in the other-avatar condition. Compared to people in the control condition who watched and followed the exercise from a workout video, those who exercised in the virtual fitness center, regardless of whether the avatar was based on the self’s image or another person’s image, planned to spend more time on exercising in the following week. Theoretical and practical implications for using VR technology to promote health-related behavioral change, and why personalization decreases perceived sense of presence in the virtual environment are discussed.
利用虚拟现实促进体育活动
本研究的目的是开发一种沉浸式虚拟健身中心作为促进身体活动的干预手段,并研究其对用户运动计划和运动行为的影响。基于虚拟现实(VR)的干预包括三个主要特征:使用户能够控制他们的虚拟化身,个性化虚拟化身,使其看起来与用户相同,以及可视化锻炼的积极后果。我们进行了一项实验,将参与者随机分配到两个治疗组:体验自己或另一个人因为在虚拟环境中锻炼而减肥。研究结果表明,自我化身组比其他化身组在自愿部分锻炼得更多。然而,在自我化身条件下的参与者感知到的存在感水平低于在其他化身条件下的参与者。与观看并跟随锻炼视频的对照组相比,那些在虚拟健身中心锻炼的人,无论虚拟形象是基于自己的形象还是基于他人的形象,都计划在接下来的一周花更多的时间在锻炼上。本文讨论了使用VR技术促进健康相关行为改变的理论和实践意义,以及为什么个性化会降低虚拟环境中的存在感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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