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Impact of Using Active Locomotion Interfaces for Gameplay: A Study on Exertion Levels and Presence
IEEE Transactions on Games ( IF 2.3 ) Pub Date : 2020-12-01 , DOI: 10.1109/tg.2020.3040357
Leigh Gray , Erandi Lakshika , Michael Barlow

Active video games have proven to be an effective means of coupling gaming and exercise, while also providing a more enjoyable experience. In this article, we investigate two elliptical walker-based exertion systems for active video game locomotion. The impacts on heart rate, respiratory rate, and sense of presence were investigated as a result of using different locomotion systems by employing 20 subjects. Four configurations of elliptical walker-based exertion systems were compared with two commonly used sedentary game controllers. The results showed that participants’ mean heart and respiratory rate were significantly increased as a result of using the active locomotion systems. Seventy percent of participants stated they would likely use the exertion systems at home, with a mean estimated weekly use time of 4.2 h. It is expected that the ongoing use of the exertion systems would exceed the physical activity guidelines recommended by the World Health Organisation. While participants subjectively did not feel more present, they were more involved with the virtual experience when using the exertion systems compared to the sedentary configurations. It was found that familiarity with the controls, and weekly time spent playing video games both had a significant impact on player exertion and subjective presence.

中文翻译:

使用主动运动界面进行游戏的影响:关于运动水平和存在的研究

积极的视频游戏已被证明是一种将游戏和锻炼结合起来的有效方式,同时还能提供更愉快的体验。在本文中,我们研究了两种用于主动视频游戏运动的基于椭圆机的运动系统。通过使用 20 名受试者研究了使用不同运动系统对心率、呼吸频率和存在感的影响。将基于椭圆机的运动系统的四种配置与两种常用的久坐游戏控制器进行了比较。结果表明,参与者的平均心率和呼吸频率因使用主动运动系统而显着增加。70% 的参与者表示他们可能会在家中使用运动系统,平均每周使用时间估计为 4.2 小时。预计持续使用的运动系统将超过世界卫生组织推荐的身体活动指南。虽然参与者主观上并没有感觉到更多的存在,但与久坐的配置相比,他们在使用运动系统时更多地参与了虚拟体验。结果发现,对控件的熟悉程度和每周玩电子游戏的时间都对玩家的努力程度和主观存在感有显着影响。
更新日期:2020-12-01
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