Cargando…

Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study

BACKGROUND: Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and...

Descripción completa

Detalles Bibliográficos
Autores principales: Ko, Junho, Jang, Seong-Wook, Lee, Hyo Taek, Yun, Han-Kyung, Kim, Yoon Sang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7657714/
https://www.ncbi.nlm.nih.gov/pubmed/33112240
http://dx.doi.org/10.2196/16693
_version_ 1783608553730211840
author Ko, Junho
Jang, Seong-Wook
Lee, Hyo Taek
Yun, Han-Kyung
Kim, Yoon Sang
author_facet Ko, Junho
Jang, Seong-Wook
Lee, Hyo Taek
Yun, Han-Kyung
Kim, Yoon Sang
author_sort Ko, Junho
collection PubMed
description BACKGROUND: Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR) content in the game. The VR content enhances the exercise capacity and concentration of the user by providing a challenging goal. OBJECTIVE: The aim of this study is to evaluate the effects of VR and non-VR exercises on the exercise capacity and concentration of users in a ski exergame. METHODS: To examine the effects of the VR content in ski exergames, we performed 2 experiments, non-VR exercise and VR exercise, where participants exercised on the motion platform. If a user performs an exercise without using any VR content, it is a non-VR exercise. Contrastingly, in the case of VR exercise, a user exercises according to the VR content (a downhill scenario). In addition to the range of motion (ROM) of the ankle and rated perceived exertion (RPE) to assess exercise capacity, we used electroencephalography (EEG) to assess users’ concentration. RESULTS: We evaluated the effects of the VR content by comparing the results obtained from VR and non-VR exercises. The ROM of the ankle with VR exercise was wider than that with non-VR exercise. Specifically, ROM of the ankle was 115.71° (SD 17.71°) and 78.50° (SD 20.43°) in VR exercise and non-VR exercise, respectively. The RPE difference between the 2 exercises was not statistically significant. The result of the sensorimotor rhythm waves (which are concentration-related EEG signals) was more favorable for VR exercise than non-VR exercise. The ratios of sensorimotor rhythm wave in EEG were 3.08% and 2.70% in the VR exercise and non-VR exercise, respectively. CONCLUSIONS: According to the results of this experiment, higher exercise capability and concentration were achieved with the VR exercise compared with non-VR exercise. The observations confirm that VR content can enhance both exercise capability and concentration of the user. Thus, the ski exergames can be used effectively by those who, in general, do not like exercise but enjoy games.
format Online
Article
Text
id pubmed-7657714
institution National Center for Biotechnology Information
language English
publishDate 2020
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-76577142020-11-13 Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study Ko, Junho Jang, Seong-Wook Lee, Hyo Taek Yun, Han-Kyung Kim, Yoon Sang JMIR Serious Games Original Paper BACKGROUND: Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR) content in the game. The VR content enhances the exercise capacity and concentration of the user by providing a challenging goal. OBJECTIVE: The aim of this study is to evaluate the effects of VR and non-VR exercises on the exercise capacity and concentration of users in a ski exergame. METHODS: To examine the effects of the VR content in ski exergames, we performed 2 experiments, non-VR exercise and VR exercise, where participants exercised on the motion platform. If a user performs an exercise without using any VR content, it is a non-VR exercise. Contrastingly, in the case of VR exercise, a user exercises according to the VR content (a downhill scenario). In addition to the range of motion (ROM) of the ankle and rated perceived exertion (RPE) to assess exercise capacity, we used electroencephalography (EEG) to assess users’ concentration. RESULTS: We evaluated the effects of the VR content by comparing the results obtained from VR and non-VR exercises. The ROM of the ankle with VR exercise was wider than that with non-VR exercise. Specifically, ROM of the ankle was 115.71° (SD 17.71°) and 78.50° (SD 20.43°) in VR exercise and non-VR exercise, respectively. The RPE difference between the 2 exercises was not statistically significant. The result of the sensorimotor rhythm waves (which are concentration-related EEG signals) was more favorable for VR exercise than non-VR exercise. The ratios of sensorimotor rhythm wave in EEG were 3.08% and 2.70% in the VR exercise and non-VR exercise, respectively. CONCLUSIONS: According to the results of this experiment, higher exercise capability and concentration were achieved with the VR exercise compared with non-VR exercise. The observations confirm that VR content can enhance both exercise capability and concentration of the user. Thus, the ski exergames can be used effectively by those who, in general, do not like exercise but enjoy games. JMIR Publications 2020-10-28 /pmc/articles/PMC7657714/ /pubmed/33112240 http://dx.doi.org/10.2196/16693 Text en ©Junho Ko, Seong-Wook Jang, Hyo Taek Lee, Han-Kyung Yun, Yoon Sang Kim. Originally published in JMIR Serious Games (http://games.jmir.org), 28.10.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Ko, Junho
Jang, Seong-Wook
Lee, Hyo Taek
Yun, Han-Kyung
Kim, Yoon Sang
Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title_full Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title_fullStr Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title_full_unstemmed Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title_short Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study
title_sort effects of virtual reality and non–virtual reality exercises on the exercise capacity and concentration of users in a ski exergame: comparative study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7657714/
https://www.ncbi.nlm.nih.gov/pubmed/33112240
http://dx.doi.org/10.2196/16693
work_keys_str_mv AT kojunho effectsofvirtualrealityandnonvirtualrealityexercisesontheexercisecapacityandconcentrationofusersinaskiexergamecomparativestudy
AT jangseongwook effectsofvirtualrealityandnonvirtualrealityexercisesontheexercisecapacityandconcentrationofusersinaskiexergamecomparativestudy
AT leehyotaek effectsofvirtualrealityandnonvirtualrealityexercisesontheexercisecapacityandconcentrationofusersinaskiexergamecomparativestudy
AT yunhankyung effectsofvirtualrealityandnonvirtualrealityexercisesontheexercisecapacityandconcentrationofusersinaskiexergamecomparativestudy
AT kimyoonsang effectsofvirtualrealityandnonvirtualrealityexercisesontheexercisecapacityandconcentrationofusersinaskiexergamecomparativestudy