Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance Augmentation

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-21
Author(s):  
Felix Born ◽  
Adrian Rygula ◽  
Maic Masuch

Research on VR Exergaming is mostly conducted with participants who are not presented a choice whether or not to play the exergame and thus to perform a certain strenuous activity. Whether players would engage in such activity if it were optional and how they could be motivated to do so is mostly neglected. Therefore, we have developed a novel controller and implemented a VR exergame that utilizes Virtual Performance Augmentation (VPA) to motivate players to engage in an optional strenuous activity. The motivational impact of three different conditions (VPA vs. Points vs. No Motivator) was evaluated in a study with 47 participants. Our results suggest that using VPA can significantly increase the time the players engage in the strenuous activity enriched by VPA, while in contrast to our hypotheses, no significant differences for the players' enjoyment and perceived exertion between the conditions were found. We discuss our findings in the context of motivation, exertion, and the resulting implications for further VR exergames research.


2020 ◽  
Author(s):  
Rebecca White Hennessy ◽  
Deanna Rumble ◽  
Mike Christian ◽  
David A Brown ◽  
Zina Trost

BACKGROUND Chronic low back pain (cLBP) can interfere with daily activities, and individuals with elevated pain-related fear (also known as kinesiophobia or the fear of injury due to movement) can develop worse long-term disability. Graded exposure (GEXP) protocols use successive participation in avoided activities to help individuals overcome fearful movement appraisals and encourage activity. We sought to develop a series of GEXP virtual reality (VR) walking and reaching scenarios to increase the exposure and engagement of people with high kinesiophobia and cLBP. OBJECTIVE This study aims to (1) determine GEXP content validity of the VR application and (2) determine the feasibility of individuals with cLBP performing locomotion-enabled physical activities. METHODS We recruited 13 individuals with cLBP and high pain-related fear to experience six VR modules, which provide progressive movement exposure over three sessions in a 1 week period. At session 1, participants ranked each module by likelihood to avoid and assigned an expected pain and concern for harming their back rating to each module. Participants provided a rating of perceived exertion (RPE) after experiencing each module. To test feasibility, we administered the system usability scale (SUS) and treatment evaluation inventory (TEI) following the final session. In addition, we measured pain and pain-related fear at baseline and follow-up. RESULTS The 12 participants who completed the study period assigned higher avoidance (<i>P</i>=.002), expected pain (<i>P</i>=.002), and expected concern (<i>P</i>=.002) for session 3 modules compared with session 1 modules. RPE significantly increased from session 1 (mean 14.8, SD 2.3) to session 3 (mean 16.8, SD 2.2; <i>P</i>=.009). The VR application showed positive feasibility for individuals with cLBP through acceptable SUS (mean 76.7, SD 13.0) and TEI (mean 32.5, SD 4.9) scores. Neither pain (<i>P</i>=.20) nor pain-related fear (<i>P</i>=.58) changed significantly across sessions. CONCLUSIONS The GEXP VR modules provided progressive exposure to physical challenges, and participants found the VR application acceptable and usable as a potential treatment option. Furthermore, the lack of significant change for pain and pain-related fear reflects that participants were able to complete the modules safely.



Author(s):  
Kai Way Li ◽  
Jenn Chun Chu ◽  
Ching Chung Chen

Manual material handling (MMH) tasks create a burden for workers which could result in musculoskeletal injuries. Assessments of the decrease of muscular strength and the maximum endurance time (MET) for MMH tasks are essential in studying the ergonomic risk of MMH tasks. A backpacking experiment was conducted for measuring the MET for MMH tasks. Human participants carried a load on their back and walked on a treadmill under various load, walking speed, and ramp angle conditions until they coud no longer do so. It was found that the participants were able to walk for approximately 15 min to two hours before they needed to have a pause. Their back and leg strengths declined moderately due to performing the tasks. These tasks resulted in an increase in heart rate and elevated perceived physical exertion. The rating of perceived exertion (RPE)/heart rate ratio in our backpacking tasks was 31% higher than that in the literature, implying the calibration of the RPE may be required for such tasks. A MET model incorporating the fMVC_back, body weight, walking speed, and ramp angle was established. This model may be used to determine the work/rest allowance for backpacking tasks under conditions similar to this study.



2018 ◽  
Author(s):  
Boris Feodoroff ◽  
Ippokratis Konstantinidis ◽  
Ingo Froböse

BACKGROUND In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming—playing video games that require rigorous physical exercise—seem to fall short of the physical activity levels recommended by the World Health Organization. OBJECTIVE The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. METHODS A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. RESULTS Participants’ performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. CONCLUSIONS Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.



10.2196/12324 ◽  
2019 ◽  
Vol 7 (3) ◽  
pp. e12324 ◽  
Author(s):  
Boris Feodoroff ◽  
Ippokratis Konstantinidis ◽  
Ingo Froböse

Background In recent years, many studies have associated sedentary behavior in front of screens with health problems in infants, children, and adolescents. Yet options for exergaming—playing video games that require rigorous physical exercise—seem to fall short of the physical activity levels recommended by the World Health Organization. Objective The purpose of this study was to investigate the effect of a fully immersive virtual reality (VR)-based training system on cardiovascular and muscular parameters of young adults. Methods A cross-sectional experiment design was used to analyze muscle activity (surface electromyography), heart rate, perceived exertion (RPE), cybersickness symptoms, perceived workload, and physical activity enjoyment (PACES) in 33 participants performing two 5-minute flights on a new training device. Results Participants’ performance of the planking position required to play the game resulted in moderate aerobic intensity (108 [SD 18.69] bpm). Due to the mainly isometric contraction of the dorsal muscle chain (with a mean activation between 20.6% [SD 10.57] and 26.7% [SD 17.39] maximum voluntary isometric contraction), participants described the exercise as a moderate to vigorous activity (RPE 14.6 [SD 1.82]). The majority reported that they enjoyed the exercise (PACES 3.74 [SD 0.16]). However, six participants had to drop out because of cybersickness symptoms and two because of muscle pain due to prior injuries. Conclusions Our findings suggest that fully immersive VR training systems can contribute to muscle-strengthening activities for healthy users. However, the dropout rate highlights the need for technological improvements in both software and hardware. In prevention and therapy, movement quality is a fundamental part of providing effective resistance training that benefits health. Exergaming on a regular basis has the potential to develop strong muscles and a healthy back. It is essential that future VR-based training systems take into account the recommendations of sport and exercise science.



2019 ◽  
Author(s):  
Zachary Zenko ◽  
Rachel Kahn ◽  
Catherine J. Berman ◽  
Jasmin C. Hutchinson ◽  
Leighton Jones

Researchers and practitioners are increasingly recognizing the importance of maximizing pleasure during exercise in order to promote exercise behavior. Self-selected intensity exercise can increase pleasure during exercise, but it is not yet known whether participants maximize pleasure during self-selected intensity exercise by default. We hypothesized that prompting participants to maximize pleasure and enjoyment would result in more positive affective valence during (H1) and after (H2) exercise, greater remembered pleasure following exercise (H3), and greater enjoyment of exercise (H4). In this within-subjects experiment, 39 inactive adults completed 2 10-min stationary cycling sessions at a self-selected intensity. During the experimental condition, participants were reminded (five times during the 10-min session) to maximize pleasure and enjoyment, and that they could change the intensity if they wanted. Affective valence, heart rate, and ratings of perceived exertion were measured every 2 minutes during exercise. Affective valence, enjoyment, and remembered pleasure were measured after each exercise session. The control condition was identical, except no reminders were provided. Each hypothesis was supported (p &lt; .05). Prompting participants to maximize their pleasure and enjoyment resulted in increased pleasure as the exercise session progressed. After receiving prompts, participants also reported more positive post-exercise affective valence and rated the session as more pleasant and enjoyable. These results suggest that participants do not maximize pleasure and enjoyment by default (i.e., in the absence of reminders to do so). Researchers can build on these results to determine the mechanisms and whether prompting exercisers to maximize pleasure and enjoyment can promote exercise behavior.



2021 ◽  
Author(s):  
Lucia Grazia Sansone ◽  
Ronny Stanzani ◽  
Mirko Job ◽  
Simone Battista ◽  
Alessio Signori ◽  
...  

AbstractThe use of low-cost immersive virtual reality systems is rapidly expanding. Several studies started to analyse the accuracy of virtual reality tracking systems, but they did not consider in depth the effects of external interferences in the working area. In line with that, this study aimed at exploring the static-positional accuracy and the robustness to occlusions inside the capture volume of the SteamVR (1.0) tracking system. To do so, we ran 3 different tests in which we acquired the position of HTC Vive PRO Trackers (2018 version) on specific points of a grid drawn on the floor, in regular tracking conditions and with partial and total occlusions. The tracking system showed a high inter- and intra-rater reliability and detected a tilted surface with respect to the floor plane. Every acquisition was characterised by an initial random offset. We estimated an average accuracy of 0.5 ± 0.2 cm across the entire grid (XY-plane), noticing that the central points were more accurate (0.4 ± 0.1 cm) than the outer ones (0.6 ± 0.1 cm). For the Z-axis, the measurements showed greater variability and the accuracy was equal to 1.7 ± 1.2 cm. Occlusion response was tested using nonparametric Bland–Altman statistics, which highlighted the robustness of the tracking system. In conclusion, our results promote the SteamVR system for static measures in the clinical field. The computed error can be considered clinically irrelevant for exercises aimed at the rehabilitation of functional movements, whose several motor outcomes are generally measured on the scale of metres.





2021 ◽  
Author(s):  
Jonathan Hu ◽  
Jonathan D Browne ◽  
Michael T Arnold ◽  
Anthony Robinson ◽  
Marin F Heacock ◽  
...  

BACKGROUND The intersection of games and exercise has sparked the growth of novel training systems with the potential to promote quality physical activity. Innovations in Immersive Virtual Reality (IVR) have propelled “exergaming” to the forefront of the fitness landscape. Researchers have yet to fully explore the physiological and metabolic efficacy and applications of the immersive environment and interactive programming. OBJECTIVE This study aimed to measure metabolic (i.e., energy expenditure (EE)) and physiological (i.e., heart rate (HR)) demands and subjective fatigue and enjoyment scores during a signature 30-minute IVR adaptive cable resistance exergaming session. METHODS Fourteen healthy, college-aged individuals (7 females) were initially acquainted with the equipment and acclimated to the virtual reality and gameplay dynamics. Participants then completed a signature 30-minute exergaming session using an IVR adaptive cable resistance system (Black Box VR ®) that incorporated chest press, squat, row, lat pulldown, overhead press, and stiff leg deadlift. During the session, a portable metabolic gas exchange analysis system assessed energy expenditure by indirect calorimetry and a chest-worn monitor captured heart rate. Immediately following the session, participants completed questionnaires including the Borg scale for Rating of Perceived Exertion (RPE), the Physical Activity Enjoyment Scale (PACES), and the Simulator Sickness Questionnaire (SSQ). RESULTS EE was greater in males compared to females in terms of kcal/min (P = 0.001), total kcal (P = 0.001), and metabolic equivalents (P = 0.029). Females demonstrated a higher average HR (P = 0.020) and HR as a percentage of theoretical HRmax (P = 0.018). The overall mean metabolic equivalent (MET) during the session was 12.9 (0.5). Men achieved greater volume of total weight lifted during the session (P < 0.001) and with chest press (P = 0.005), overhead press (P = 0.001), stiff-leg deadlift (P = 0.002), and squat (P = 0.015). For the questionnaires, the mean (SD) of RPE, PACES and SSQ was 14 (1), 4.31 (0.36) and 24.04 (24.13), respectively. CONCLUSIONS IVR exergaming with resistance cable training elicits substantial EE and very high physiological demand while attenuating perceived psychological and physical fatigue. Further investigations of IVR utility should explore nuanced muscle recruitment patterns during training and long-term regimen adherence.





Religions ◽  
2018 ◽  
Vol 9 (9) ◽  
pp. 264
Author(s):  
Walter van Beek

Dogon masks have been famous for a long time—and none more so than the kanaga mask, the so-called croix de Lorraine. A host of interpretations of this particular mask circulate in the literature, ranging from moderately exotic to extremely exotic. This contribution will focus on one particular mask situated within the whole mask troupe, and it will do so in the ritual setting to which it belongs: a second funeral, long after the burial. A description of this ritual shows how the mask troupe forms the constantly moving focus in a captivating ritual serving as second funeral. Thus, the mask rites bridge major divides in Dogon culture, between male and female, between man and nature, and between this world and the supernatural one. They are able to do so because they themselves are in constant motion, between bush and village and between sky and earth. Masks are matter in motion and symbols in context. Within imagistic religions such as the Dogon one, these integrative functions form a major focus of Dogon masks rituals—and hence, to some extent, of African mask rituals in general. In the Dogon case, the ritual creates a virtual reality through a highly embodied performance by the participants themselves. Then, the final question can be broached, that of interpretation. What, in the end, do these masquerades signify? And our kanaga mask, what does it stand for?



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