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Situational interest impacts college students’physical activity in a design-based bike exergame
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作者 Denis Pasco Cédric Roure 《Journal of Sport and Health Science》 SCIE 2022年第2期172-178,I0002,共8页
Background:Active videogames or exergames have been used as an innovative way to promote physical activity(PA)among various populations.A player’s interest in active videogames is associated with the fun and entertai... Background:Active videogames or exergames have been used as an innovative way to promote physical activity(PA)among various populations.A player’s interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest,thus increasing engagement.The goal of this study was to examine the impact of situational interest dimensions on college students’PA when playing the design-based bike exergame Greedy Rabbit(Vescape,Berlin,Germany).Methods:Sixty undergraduate students(age:20.8±1.3 years,mean±SD,18-25 years old;51.7%males)were recruited from the kinesiology department of a university located in the southern region of Belgium.The participants were assigned to an experimental group(n=41)or a control group(n=19)based on an incremental cycling test.Students in the experimental group engaged in 1 session of Greedy Rabbit(Vescape)while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit(Vescape).The length of the sessions ranged from 24 min to 31 min.Results:Results for the control group indicated that the players’PA metrics(cadence:F(19,360)=1.43,p=0.11;heart rate:F(19.360)=1.16,p=0.29;oxygen consumption:F(19,360)=0.83,p=0.67)were stable during the exergame.Results for the experimental group demonstrated the effects of time on the players’PA metrics and revealed significant associations between the change in the players’situational interest dimensions and PA metrics(cadence:F(19,800)=26.30,p<0.01;heart rate:F(19,800)=19.77,p<0.01;oxygen consumption:F(19,800)=10.04,p<0.01).Conclusion:An approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students. 展开更多
关键词 Active videogame College students exergame Physical activity Situational interest
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Design and Evaluation of an Exergame System of Knee with the Azure Kinect
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作者 Guangjun Wang Ming Cheng +5 位作者 Xueshu Wang Yi Fan Xin Chen Liangliang Yao Hanyuan Zhang Zuchang Ma 《国际计算机前沿大会会议论文集》 2021年第2期331-342,共12页
Timely and effective knee function evaluation and knee exercises promote the prevention and self-management of knee diseases.In this paper,aKinectbased exergame system is proposed to assess and train the knee function... Timely and effective knee function evaluation and knee exercises promote the prevention and self-management of knee diseases.In this paper,aKinectbased exergame system is proposed to assess and train the knee function.Azure Kinect was used to capture and generate 3D models of the user and immerse them in an interactive virtual environment.The software included three functional modules:knee function evaluation,Knee exercises game,and Comprehensive evaluation.The stand,step,leg lift,and squat were selected for knee function evaluation and exercises.Twenty volunteers participated in the experiment.Intraclass correlation coefficients(ICCs)were calculated to assess the reliability of kinematic measurements of knee angles during the movements.The ICC of these movements were stand(ICC=0.987),step(ICC=0.997),left leg lift(ICC=0.981),right leg lift(ICC=0.990),stand(ICC=0.998).The results show that the test-retest reliability is high.It means that the motion capture data is effective and the data obtained by Kinect is stable. 展开更多
关键词 Azure Kinect exergame system Knee function evaluation
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Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings
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作者 Pablo Saiz-Gonzalez Daniel J.McDonough +1 位作者 Wenxi Liu Zan Gao 《International Journal of Mental Health Promotion》 2023年第5期711-719,共9页
Virtual reality(VR)seems to have the potential to provide opportunities to promote physical activity(PA)in a fun way.This paper aimed to examine the acute effects of three different virtual reality-based exercise bike... Virtual reality(VR)seems to have the potential to provide opportunities to promote physical activity(PA)in a fun way.This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’blood pressure(BP)and feelings compared to a traditional exercise cycling session.Four exercise sessions(immersive VR cycling,two non-immersive VR cycling,and traditional cycling)were completed by 36 young adults(22 females;Mage=23.6 years).BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session.Parti-cipants’previous experience with VR was used as the covariate in the ANCOVA with repeated measures.Signif-icant main effects were observed across cycling sessions for systolic blood pressure[F(2,29)=3.04,p=0.02,(η^(2)=0.38)]and feelings[F(3,32)=7.74,p<0.01,η^(2)=.42].In particular,immersive VR and traditional cycling signif-icantly increased systolic blood pressure compared to the two non-immersive VR sessions.Moreover,immersive VR significantly increased feelings compared to the two non-immersive VR sessions,whereas these two non-immersive VR exercises had significantly greater increased feelings compared to traditional cycling,respectively.Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to non-immersive VR cycling.Further,immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling.Thus,immersive VR-based exercise can be a fun and physically active health promotion tool among young adults. 展开更多
关键词 Diastolic blood pressure exergaming immersive VR non-immersive VR systolic blood pressure
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The effects of a bike active video game on players' physical activity and motivation 被引量:9
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作者 Denis Pasco Cédric Roure +2 位作者 Gilles Kermarrec Zachary Pope Zan Gao 《Journal of Sport and Health Science》 SCIE 2017年第1期25-32,127,共9页
Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game ... Background: Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA) when playing commercial video games.This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.Methods: An experimental design was used with 163 students(aged 20.31 ± 1.30, 18–26 years, 61.3% male), all of whom were randomly allocated into an experimental group and a control group. Physical activity(PA) levels were assessed with Acti Graph GT3X+(Acti Graph Inc., Fort Walton Beach, FL, USA) accelerometers. The situational interest scale was used to evaluate students' situational interest in both groups.Multivariate analysis of variance was conducted to examine the differences between sedentary behavior, PA levels, and situational interest between groups. Regression analyses were also used, with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results: Results revealed that the experimental group had higher degrees of sedentary behavior, light PA, total interest, instant enjoyment,exploration intention, attention demand, novelty, and challenge, whereas the control group received higher scores for MVPA(control 95.01% vs.experimental group 89.94%). Regression analysis indicated that instant enjoyment(β = 0.49, p < 0.01), exploration intention(β = 0.18, p < 0.05),and attention demand(β = 0.17, p < 0.05) were positive predictors for total interest, explaining 43% of its variance.Conclusion: A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players. 展开更多
关键词 DESIGN exergame Moderate-to-vigorous physical activity Sedentary behavior Situational interest Young adults
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Teen reactions to a self-representational avatar:A qualitative exploration
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作者 Emily Baysden Ninna Mendoza +2 位作者 Chishinga Callender Zhigang Deng Debbe Thompson 《Journal of Sport and Health Science》 SCIE 2022年第2期157-163,I0002,共8页
Purpose:This research presents findings from a qualitative exploration of the reactions of adolescents(12-14 years old)to navigating an exergame with an avatar created from multiple scans of the player(referred to as ... Purpose:This research presents findings from a qualitative exploration of the reactions of adolescents(12-14 years old)to navigating an exergame with an avatar created from multiple scans of the player(referred to as a self-representational avatar).Methods:Post-gameplay interviews were conducted with adolescents following participation in a 20-min laboratory session(21.2±0.8 min,mean±SD)where the self-representational avatar was navigated through an exergame.Verbatim transcripts(n=40)were coded and analyzed by 2 independent coders using hybrid thematic analysis for this secondary data analysis.Codes were reviewed to identify themes representing adolescents’reactions.Results:Four themes emerged.Adolescents connected with their avatars and felt protective toward them,which influenced their actions in the exergame and contributed to their overall game enjoyment.Conclusion:Creating exergames navigated by a self-representational avatar was an enjoyable experience and influenced gameplay.Future research should explore the effect of this approach on gameplay frequency and intensity over time. 展开更多
关键词 AVATAR exergame Physical activity Relatedness Self-determination theory
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The effects of exercise intervention using Kinect<sup>TM</sup>on healthy elderly individuals: A quasi-experimental study
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作者 Keizo Sato Kaoru Kuroki +1 位作者 Syuko Saiki Ryoichi Nagatomi 《Open Journal of Therapy and Rehabilitation》 2014年第1期38-44,共7页
Purpose: Elderly persons may benefit from regular physical exercise to maintain or improve their quality of life and health status. Low adherence to physical exercise, however, is often a problem. A new type of videog... Purpose: Elderly persons may benefit from regular physical exercise to maintain or improve their quality of life and health status. Low adherence to physical exercise, however, is often a problem. A new type of videogames, “exergames”, involving physical motion of the players has recently been developed and is expected to keep elderly people active. The purpose of this study is to examine the effect of a newly developed exergame on health benefits such as muscle strength and body balance of elderly people. Methods: We invited 24 healthy community-dwelling elderly persons aged 71.46 ± 4.8 years old (8 men and 16 women) volunteered for this study. We developed a new exergame program for using KinectTM (Microsoft Co., Ltd. Redmond, WA) motion sensor. A single exergame session lasted approximately 30 minutes including warm-up and cool-down sessions. The participants are asked to play the exergame 2 - 3 times per week for 2.5 months at our institute. Maximal isometric muscular strength of major muscles of lower extremities and functional balance were examined before and after the exergame intervention. Result: All participants completed 24 sessions of the exergame program. There were significant improvements in maximal isometric muscular strength of hip joint flexion, and knee joint extension and flexion, of ankle joint dorsiflexion. Also MFC, a significant difference was noted between Pre and Post values. However, there was no statistically significant improvement in the functional balance test. Conclusion: Exergame developed in this study was found to be effective in improving muscular strength of lower extremities. 展开更多
关键词 exergame KINECT ELDERLY MUSCLE Strength Minimum FOOT CLEARANCE
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Does playing a sports active video game improve object control skills of children with autism spectrum disorder? 被引量:13
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作者 Jacqueline Edwards Sarah Jeffrey +2 位作者 Tamara May Nicole J.Rinehart Lisa M.Barnett 《Journal of Sport and Health Science》 SCIE 2017年第1期17-24,127,共9页
Background: Active video games(AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder(ASD) show decreased ... Background: Active video games(AVGs) encourage whole body movements to interact or control the gaming system, allowing the opportunity for skill development. Children with autism spectrum disorder(ASD) show decreased fundamental movement skills in comparison with their typically developing(TD) peers and might benefit from this approach. This pilot study investigates whether playing sports AVGs can increase the actual and perceived object control(OC) skills of 11 children with ASD aged 6–10 years in comparison to 19 TD children of a similar age.Feasibility was a secondary aim.Methods: Actual(Test of Gross Motor Development) and perceived OC skills(Pictorial Scale of Perceived Movement Skill Competence for Young Children) were assessed before and after the intervention(6 × 45 min).Results: Actual skill scores were not improved in either group. The ASD group improved in perceived skill. All children completed the required dose and parents reported the intervention was feasible.Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities. 展开更多
关键词 Autism spectrum disorder Child Exergaming Fundamental movement skills Physical self-perception XBOX
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A systematic review of active video games on rehabilitative outcomes among older patients 被引量:7
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作者 Nan Zeng Zachary Pope +1 位作者 Jung Eun Lee Zan Gao 《Journal of Sport and Health Science》 SCIE 2017年第1期33-43,共11页
Background: Although current research supports the use of active video games(AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed lite... Background: Although current research supports the use of active video games(AVGs) in rehabilitation, the evidence has yet to be systematically reviewed or synthesized. The current project systematically reviewed literature, summarized findings, and evaluated the effectiveness of AVGs as a therapeutic tool in improving physical, psychological, and cognitive rehabilitative outcomes among older adults with chronic diseases.Methods: Seven databases(Academic Search Complete, Communication & Mass Media Complete, ERIC, Psyc INFO, Pub Med, SPORTDiscus,and Medline) were searched for studies that evaluated the effectiveness of AVG-based rehabilitation among older patients. The initial search yielded 946 articles; after evaluating against inclusion criteria and removing duplicates, 19 studies of AVG-based rehabilitation remained.Results: Most studies were quasi-experimental in design, with physical functioning the primary outcome investigated with regard to the use of AVGs in rehabilitation. Overall, 9 studies found significant improvements for all study outcomes, whereas 9 studies were mixed, with significant improvements on several study outcomes but no effects observed on other outcomes after AVG-based treatments. One study failed to find any benefits of AVG-based rehabilitation.Conclusion: Findings indicate AVGs have potential in rehabilitation for older patients, with several randomized clinical trials reporting positive effects on rehabilitative outcomes. However, existing evidence is insufficient to support the advantages of AVGs over standard therapy. Given the limited number of studies and concerns with study design quality, more research is warranted to make more definitive conclusions regarding the ability of AVGs to improve rehabilitative outcomes in older patients. 展开更多
关键词 BALANCE DEPRESSION ENJOYMENT Exergaming Physical functioning Quality of life
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Exergaming:Hope for future physical activity?or blight on mankind? 被引量:3
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作者 Tom Baranowski 《Journal of Sport and Health Science》 SCIE 2017年第1期44-46,127,共4页
Higher levels of moderate-to-vigorous physical activity(MVPA),and maybe even light physical activity(LPA),have been related to better health,~1motor skills,~2 and cognitive^3 outcomes in virtually all age and ability ... Higher levels of moderate-to-vigorous physical activity(MVPA),and maybe even light physical activity(LPA),have been related to better health,~1motor skills,~2 and cognitive^3 outcomes in virtually all age and ability groups.Problematically,however,most people in general are not prone to enjoy and participate in substantial amounts of physical activity(PA)。 展开更多
关键词 Exergaming Hope for future physical activity or blight on mankind PA
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The Effects of Xbox Kinect Active Video Gaming on Executive Function, Inhibition, in Children with and without Autism Spectrum Disorder: A Pilot Study 被引量:2
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作者 Daphne Golden Ling-Yin Liang Nancy Getchell 《Journal of Behavioral and Brain Science》 2022年第6期287-301,共15页
The purpose of this study was to compare the effects of sedentary video gaming (SVG), active video gaming (AVG), and brisk walking (WLK) on inhibition and reaction time using the Flanker task in boys with and without ... The purpose of this study was to compare the effects of sedentary video gaming (SVG), active video gaming (AVG), and brisk walking (WLK) on inhibition and reaction time using the Flanker task in boys with and without autism spectrum disorder (ASD). We had 9 participants with ASD and 10 age-matched participants without ASD perform 20-minute bouts of each activity, and then had them take the Flanker test. Dependent measures were reaction time (RT) and accuracy (ACC). A Chi-Square analysis revealed that the ASD and TD groups significantly differed in the percent of participants who improved in both of these measures. Next, we looked at each of the conditions exclusively within the ASD group and compared congruent and incongruent trials. In the AVG condition, participants improved a significantly higher percentage on ACC. In the SVG condition, participants improved a significantly higher percentage on incongruent in RT;for ACC, a higher percentage improved on the congruent trials. In WLK, participants improved a significantly higher percentage in RT in the congruent condition. 展开更多
关键词 Autism Spectrum Disorder Exergaming Physical Activity Cognitive Function
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虚拟现实与交互式数字游戏技术:解决肥胖和糖尿病的新工具 被引量:1
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作者 高勇娜 《电脑知识与技术》 2018年第6期227-228,共2页
随着虚拟现实技术的突飞猛进,虚拟现实覆盖的应用领域也越来越广。其中虚拟现实医疗是虚拟现实技术最有意义的应用领域之一,虚拟现实医疗对人类来说是一大重要的进步。在临床医学方面采用虚拟现实与交互式数字游戏技术来解决肥胖和糖尿... 随着虚拟现实技术的突飞猛进,虚拟现实覆盖的应用领域也越来越广。其中虚拟现实医疗是虚拟现实技术最有意义的应用领域之一,虚拟现实医疗对人类来说是一大重要的进步。在临床医学方面采用虚拟现实与交互式数字游戏技术来解决肥胖和糖尿病是一个新的领域,随着科学技术的不断发展,虚拟现实医疗的发展也是构建未来智慧医疗体系的必经之路。 展开更多
关键词 exergaming 交互式数字游戏 虚拟环境 虚拟现实
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Body Worn Sensors for Health Gaming and e-Learning in Virtual Reality
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作者 Mir Mushhood Afsar Shizza Saqib +3 位作者 Yazeed Yasin Ghadi Suliman A.Alsuhibany Ahmad Jalal Jeongmin Park 《Computers, Materials & Continua》 SCIE EI 2022年第12期4763-4777,共15页
Virtual reality is an emerging field in the whole world.The problem faced by people today is that they are more indulged in indoor technology rather than outdoor activities.Hence,the proposed system introduces a fitne... Virtual reality is an emerging field in the whole world.The problem faced by people today is that they are more indulged in indoor technology rather than outdoor activities.Hence,the proposed system introduces a fitness solution connecting virtual reality with a gaming interface so that an individual can play first-person games.The system proposed in this paper is an efficient and cost-effective solution that can entertain people along with playing outdoor games such as badminton and cricket while sitting in the room.To track the human movement,sensors Micro Processor Unit(MPU6050)are used that are connected with Bluetoothmodules andArduino responsible for sending the sensor data to the game.Further,the sensor data is sent to a machine learning model,which detects the game played by the user.The detected game will be operated on human gestures.A publicly available dataset named IM-Sporting Behaviors is initially used,which utilizes triaxial accelerometers attached to the subject’s wrist,knee,and below neck regions to capture important aspects of human motion.The main objective is that the person is enjoying while playing the game and simultaneously is engaged in some kind of sporting activity.The proposed system uses artificial neural networks classifier giving an accuracy of 88.9%.The proposed system should apply to many systems such as construction,education,offices and the educational sector.Extensive experimentation proved the validity of the proposed system. 展开更多
关键词 Artificial neural networks bluetooth connection inertial sensors machine learning virtual reality exergaming
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