Actual vs. perceived exertion during active virtual reality game exercise (original) (raw)
Related papers
Running Virtual: The Effect of Virtual Reality on Exercise
Journal of Human Sport and Exercise, 2021
Research has shown that exercise among college aged persons has dropped over recent years (Lindahl, 2015; Sheppard, 2016). Many factors could be contributing to this reduction in exercise including: large workloads, the need to work during school, or perhaps technology use. A number of recent studies are showing the benefits of using virtual reality systems in exercise and are demonstrating that the use of such technology can lead to an increase in the number of young adults engaging in exercise. This study focuses on the effects that virtual reality has on heart rate and other bodily sensations during a typical work out. This study also analyses the participants ability to pay less attention to their bodily sensations during exercise when using a virtual reality system. During this experiment, participants were exposed to two different conditions. Condition one being a traditional work out, riding an exercise bike at a middle tension level. Condition two was the same but the participant was wearing a virtual reality headset. The data collected led to the conclusion that working out while wearing a virtual reality headset will lead to a higher heart rate, and in turn can lead to burning more calories during a workout. The study also found participants who wore the virtual reality headset were able to remove themselves from their bodily sensations allowing them to workout longer.
Comparison of rates of perceived exertion between active video games and traditional exercise
INTERNATIONAL SPORTMED JOURNAL
Background: Research regarding the Nintendo WiiTM has focused on rehabilitation and balance benefits as well as energy expenditure for games such as boxing and tennis. There is a gap, however, in the literature regarding perceived exertion of the WiiTM compared to other modes of exercise. Research question: The purpose of our laboratory based study was to compare perceived exertion on the Nintendo WiiTM and two traditional modes of exercise: the treadmill and cycle ergometer. It was expected that the WiiTM would show lower ratings of perceived exertion (RPE) values. Type of study: A repeated measures design was used. Methods: Five healthy males (average age = 21.4 years) and seven females (average age = 22.1 years) completed three 20 minute exercise sessions in random order, one each using the cycle ergometer, the treadmill and the Nintendo Wii Fit PlusTM. Exercise intensity was fixed at 65% (± 5 bpm) of each participant’s age predicted maximum heart rate. Ratings of perceived exert...
Frontiers in Physiology
Objectives: This cross-sectional, randomly assigned study aimed to assess the influence of immersive virtual reality (VR) on exercise tolerance expressed as the duration of a submaximal exercise test (ET) on a cycle ergometer.Methods: The study enrolled 70 healthy volunteers aged 22–25years. Each participant performed an ET with and without VR. Time- and frequency-domain heart rate variability (HRV) parameters were analyzed for the first 3min (T1), the last 3min (T2), and the time at which the shorter of the two tests terminated (Tiso). In the time domain, a SD of R–R intervals (SDNN) and a root mean square of successive R–R interval differences (RMSSD) in milliseconds were computed. The following spectral components were considered: low frequency (LF), high frequency (HF), total power (TP), and LF/HF ratio. The study was registered in ClinicalTrials.gov (NCT04197024).Results: Compared to standard ET, tests in immersive VR lasted significantly longer (694 vs. 591s, p<0.00001) and...
Virtual-reality exergaming improves performance during high-intensity interval training
European Journal of Sport Science, 2018
To determine if: i) mean power output and enjoyment of high-intensity interval training (HIIT) are enhanced by virtual-reality (VR)-exergaming (track mode) compared to standard ergometry (blank mode), ii) if mean power output of HIIT can be increased by allowing participants to race against their own performance (ghost mode) or by increasing the resistance (hard mode), without compromising exercise enjoyment. Methods: Sixteen participants (8 males, 8 females, VO2max: 41.2 ± 10.8 ml-1 • kg-1 • min-1) completed four VR-HIIT conditions in a partially-randomised cross-over study; 1a) blank, 1b) track, 2a) ghost, and 2b) hard. VR-HIIT sessions consisted of eight 60 s high-intensity intervals at a resistance equivalent to 70% (77% for hard) maximum power output (PMAX), interspersed by 60 s recovery intervals at 12.5% PMAX, at a self-selected cadence. Expired gases were collected and VO2 measured continuously. Post-exercise questionnaires were administered to identify differences in indices related to intrinsic motivation, subjective vitality, and future exercise intentions. Results: Enjoyment was higher for track vs. blank (difference: 0.9; 95% CI: 0.6, 1.3) with no other differences between conditions. There was no difference in mean power output for track vs. blank, however it was higher for track vs. ghost (difference: 5 Watts; CI: 3, 7), and hard vs. ghost (difference: 19 Watts; 95% CI: 15, 23). Conclusions: These findings demonstrate that VR-exergaming is an effective intervention to increase enjoyment during a single bout of HIIT in untrained individuals. The presence of a ghost may be an effective method to increase exercise intensity of VR-HIIT.
Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality
Healthcare
Evidence suggests that moderate to vigorous physical activity (MVPA) is necessary for health benefits. Immersive virtual reality is a technology that uses images, sounds, and tactile sensations from a simulated world to encourage healthy behaviours and physical activity. The aims of this research are (1) to determine the duration and intensity of physical activity performed through immersive virtual reality; (2) to determine differences in physical activity intensity according to gender. Methods: A nonprobabilistic convenience sample composed of 39 university students of physical education pedagogy, who performed, through immersive virtual reality, a physical activity programme composed of three levels that progressively increased in complexity. Physical activity intensity was measured using accelerometers. Results: Of the three levels, the most complex was not the one that produced the most minutes of MVPA. The three levels added up to 08:53 min of MVPA. No significant differences ...
Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review
Clinical Practice & Epidemiology in Mental Health, 2019
There is enough evidence that, nowadays, the sedentary lifestyle is one of the major health problems worldwide, linked to many chronic diseases, including mental comorbidities, systemic hypertension, metabolic dysregulation, and cancer. Although health societies recommend engagement to physical activities, there is an overwhelming number of people remaining sedentary, even knowing the health benefits of regular exercises. One of the main factors that justifies this scenario is the lack of motivation, which is a barrier to people intended to start new habits for health. Considering this previous information, new alternatives for exercises may help people engage in a healthier lifestyle. Technology has contributed to this with devices that allow movements based on virtual reality approaches, including the exergames. These are games available even in commercial devices, as video-games, that allow people to work with different physical components. Furthermore, exergames add cognitive ga...
Validity of Borg Ratings of Perceived Exertion During Active Video Game Play
International journal of exercise science
During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between hea...
The Biological and Motivational Effects of Aerobic Exercise With Virtual Reality
Research Quarterly for Exercise and Sport, 2020
Purpose: There is no significant evidence of both biological and motivational effects between virtual reality exercises to traditional/conventional exercise. The aim of this study is to assess the biological and motivational effects of aerobic exercises with virtual reality and traditional exercise methods. Methods: 20 students participated as control and 60 students were divided randomly and equally into two groups, virtual reality exercise group (VRE) and traditional exercise group (TE). Two groups completed the exercise training. Tests were applied to the three groups at the beginning and in the end of the study. An activity monitor and pulse oximeter were used to measure energy expenditure during exercises. Results: After eight weeks, the data from pulse oximeter showed no statistical significance between the exercise groups. The active energy expenditure, PAL and step counts were statistically significant in TE group. There was a statistically significant increase in the sleep quality of the TE group (p = .000). There was no statistical significance among the anxiety scores of all groups. In the spring semester, there was a statistically significant increase in both VRE and TE groups compared to the fall semester (p < .05). Conclusion: The virtual reality exercises produce greater motivational effects, whereas traditional exercises bring greater physical improvements.