沉浸式虚拟现实可降低自我调节剧烈运动时的工作率并控制注意力。

Andrew Ray Moore, Brooke An Shaohua Butler
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引用次数: 0

摘要

目的:确定沉浸式虚拟现实对完成高强度自我调节运动任务的时间以及相关心理变量的影响。未经训练的健康成年人(N = 21;男性 10 人/女性 11 人;年龄 = 22.9 ± 7.2 岁;体重指数 = 24.0 ± 4.5 kg/m2)按照平衡和随机的顺序在划船测力计上完成了 1500 米的锻炼,同时使用或不使用耳机传输的虚拟现实健身程序。除了完成时间外,每隔 300 米还会收集一次心率、感知用力等级、情感价位和注意力集中程度。根据情况对数据进行重复测量分析。根据心率结果(最大心率大于 77%),两组运动的强度均被视为剧烈运动。对照组条件下的完成时间(449.57 ± 82.39 秒)比虚拟现实条件下的完成时间(463.00 ± 91.78 秒)快,p = .007。与对照组条件相比,虚拟现实条件的特点是注意力更集中于外部(52.38 ± 18.22 vs. 38.76 ± 17.81,P 均大于 0.05)。在自我调节的高强度运动任务中使用头戴式虚拟现实程序时,参与者比对照组慢 13.6 秒(约 3%)。在使用虚拟现实时,注意力被操纵得更加外向,这可能最终分散了对锻炼目标的注意力。本文还讨论了为特定运动任务选择合适虚拟现实体验的建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Immersive Virtual Reality Decreases Work Rate and Manipulates Attentional Focus During Self-Regulated Vigorous Exercise.

To determine the effect of immersive virtual reality use on finishing time of a vigorous-intensity self-regulated exercise task, and on relevant psychological variables. Healthy untrained adults (N = 21; 10 men/11 women; age = 22.9 ± 7.2 years; BMI = 24.0 ± 4.5 kg/m2) completed 1500-m exercise bouts on a rowing ergometer in a counterbalanced and randomized order, with and without use of a headset-delivered virtual reality fitness program. Heart rate, rating of perceived exertion, affective valence, and attentional focus were collected every 300 m, in addition to finishing time. Data were analyzed with repeated measures as appropriate. Intensity of both exercise bouts was considered vigorous according to heart rate results (>77% maximal heart rate). Finishing time was faster in the control condition (449.57 ± 82.39 s) than in the virtual reality condition (463.00 ± 91.78 s), p = .007. Compared to the control condition, the virtual reality condition was characterized by a more external attentional focus (52.38 ± 18.22 vs. 38.76 ± 17.81, p < .001). No differences were observed for remaining variables as a result of condition (p > .05 for all). When a headset-delivered VR program was used during a self-regulated vigorous-intensity exercise task, participants were 13.6 seconds (~3%) slower than in a control condition. Attentional focus was manipulated to be more external with VR use, which may have ultimately distracted from the exercise objective. Recommendations for selecting an appropriate virtual reality experience for a given exercise task are discussed.

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