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Cited 11 time in webofscience Cited 13 time in scopus
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Effects of Virtual Reality and Non-Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Studyopen access

Authors
Ko, JunhoJang, Seong-WookLee, Hyo TaekYun, Han-KyungKim, Yoon Sang
Issue Date
Oct-2020
Publisher
JMIR PUBLICATIONS, INC
Keywords
exergame; virtual reality; VR content; ski simulation
Citation
JOURNAL OF MEDICAL INTERNET RESEARCH, v.22, no.10
Indexed
SCIE
SCOPUS
Journal Title
JOURNAL OF MEDICAL INTERNET RESEARCH
Volume
22
Number
10
URI
https://scholarworks.bwise.kr/skku/handle/2021.sw.skku/2803
DOI
10.2196/16693
ISSN
1438-8871
Abstract
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 degrees (SD 17.71 degrees) and 78.50 degrees (SD 20.43 degrees) 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.
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