具有自主支持功能的虚拟现实练习可提高计时练习中的积极情感。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Andrew Ray Moore, Brooke An Shaohua Butler
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引用次数: 0

摘要

背景:能够选择锻炼课程的要素(即自主支持)可提高运动表现和心理反应。虚拟现实(VR)程序为在锻炼过程中嵌入自主支持提供了多种选择。本研究的目的是调查 VR 环境中的自主支持对自我调节划船运动的生理和心理反应的影响。研究方法采用重复测量交叉设计,让未受过训练的健康男性和女性(人数=20,年龄=23.0 ± 7.4)在赛艇测力计上配合头戴式沉浸式 VR 应用程序完成锻炼。在 "选择 "条件下,参与者选择虚拟环境,而在 "控制 "条件下,虚拟环境则分配给参与者。在这两种条件下,参与者都被要求以最快的速度完成 1500 米的赛跑,同时在整个试验过程中记录感知到的消耗、情绪和心率。每次训练结束时都会对完成时间和记忆中的愉悦感进行评估。所有变量均酌情采用α水平为 0.05 的重复测量分析,并对任何事后检验进行 Bonferroni 调整。结果选择(2.07 ± 1.67)高于对照(1.64 ± 2.12,P = 0.03,η2 = 0.22)。在完成时间或其他变量方面,未发现条件间存在其他差异。结论在身临其境的 VR 应用程序陪伴下进行自我调节运动时,能够自行选择虚拟环境会带来更积极的情绪状态,而不会影响运动强度、生理负荷或运动表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Exercise with Autonomy Support Increases Positive Affect During Time Trial Exercise.

Background: Being able to choose elements of an exercise session, known as autonomy support, improves motor performance and psychological responses. Virtual reality (VR) programs provide many options for embedding autonomy support in exercise sessions. The purpose of this study was to investigate the effects of autonomy support in a VR setting on physiological and psychological responses to self-regulated rowing exercise. Methods: Using a repeated-measures crossover design, healthy untrained men and women (N = 20, age = 23.0 ± 7.4) completed exercise sessions on a rowing ergometer coupled with a head-mounted immersive VR application. In the Choice condition, participants chose the virtual environment, and in the Control condition, the environment was assigned to the participant. Participants were instructed to complete 1500 m as quickly as possible in both conditions, while ratings of perceived exertion, affective valence, and heart rate were recorded throughout the trials. Finishing time and remembered pleasure were assessed at the end of each session. Repeated-measures analyses with an alpha level of 0.05 were used for all variables as appropriate, with Bonferroni adjustments applied for any post hoc tests. Results: There was a main effect of condition on affective valence which was higher in Choice (2.07 ± 1.67) than Control (1.64 ± 2.12, P = 0.03, η2 = 0.22). No other differences were detected between conditions for finishing time or the remaining variables. Conclusion: During self-regulated exercise accompanied by an immersive VR application, being able to choose the virtual environment oneself leads to a more positive affective state without compromising exercise effort, physiological strain, or performance.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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