123 research outputs found

    Using Virtual Reality to increase technical performance during rowing workouts

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    Technology is advancing rapidly in virtual reality (VR) and sensors, gathering feedback from our body and the environment we are interacting in. Combining the two technologies gives us the opportunity to create personalized and reactive immersive environments. These environments can be used e.g. for training in dangerous situations (e.g. fire, crashes, etc), or to improve skills with less distraction than regular natural environments would have. The pilot study described in this thesis puts an athlete who is rowing on a stationary rowing machine into a virtual environment. The VR takes movement from several sensors of the ergo-meter and displays those in VR. In addition, metrics on technique are being derived from the sensor data and physiological data. All this is used to investigate if, and to which extent, VR may improve the technical skills of the athlete during the complex sport of rowing. Furthermore, athletes are giving subjective feedback about their experience comparing a standard rowing workout, with the workout using VR. First results indicate better performance and an enhanced experience by the athlete

    Modelling Physical Activity in Virtual Reality Games

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    This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. • Based on reflections on the above studies, this thesis presents a framework and guidelines for designing physical activity VR games. • The systematic creation of a user model for representing a person’s long-term fitness and their VR gameplay, exertion and preferences. • A study of the ways that people can scrutinise their long-term personal informatics user model of exertion from VR game play and incidental walking. These contributions provide a foundation for future researchers and industry practitioners to design VR games that provide beneficial levels of exertion and allow people to gain insights into the relative contribution of the exercise from gameplay

    The Effect of Virtual Reality Technology on the Imagery Skills and Performance of Target-Based Sports Athletes

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    The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the “Research Randomizer” program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the “Movement Imagery Questionnaire-Revised.” The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model. © Copyright © 2021 Bedir and Erhan.We thank the participants and students of Atat?rk University Faculty of Sport Sciences, Selim Can Da??stanl? and Irem Ba?adur

    Feedback control for exergames

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    The concept of merging exercise equipment with video games, known as exergaming, has the potential to be one of the main tools used in addressing the current rising obesity epidemic. Existing research shows that exergaming can help improve fitness and additionally motivate people to become more active. The two key elements of attractiveness - how much people want to play or use the exergaming system; and effectiveness – how effective the exergaming system is in actually increasing or maintaining physical fitness, need to be maximised to obtain the best outcomes from an exergaming system; we put this forward as the Dual Flow Model. As part of the development of our exergame system we required the use of a heart rate response simulator. We discovered that there was no existing quantitative model appropriate for the simulation of heart rate responses to exercise. In order to overcome this, we developed our own model for the simulation of heart rate response. Based on our model, we developed a simulation tool known as the Virtual Body Simulator, which we used during our exergame development. Subsequent verification of the model using the trial data indicated that the model accurately represented exergame player heart rate responses to a level that was more than sufficient for exergame research and development. In our experiment, attractiveness was controlled by manipulation of the game difficulty to match the skill of the player. The balance of challenge and skills to facilitate the attainment of the flow state, as described by Csikszentmihalyi (1975), is widely accepted as a motivator for various activities. Effectiveness, in our experiments was controlled through exercise intensity. Exercise intensity was adjusted based on the player‟s heart rate to maintain intensity within the limits of the ASCM Guidelines (ACSM, 2006) for appropriate exercise intensity levels. We tested the Dual Flow Model by developing an exergame designed to work in four different modes; created by selectively varying the control mechanisms for exercise workout intensity and game mental challenge. We then ran a trial with 21 subjects who used the exergame system in each of the different modes. The trial results in relation to the Dual Flow Model showed that we developed an excellent intensity control system based on heart rate monitoring; successfully managing workout intensity for the subjects. However, we found that the subjects generally found the intensity controlled sessions less engaging, being closer to the flow state in the sessions where the intensity was controlled based on heart rate. The dynamic difficulty adjustment system developed for our exergame also did not appear to help facilitate attainment of the flow state. Various theories are put forward as to why this may have occurred. We did find that challenge control had an impact on the actual intensity of the workout. When the intensity was not managed, the challenge control modes were generally closer to the desired heart rates. While the difference was not statistically very large, there was a strong correlation between the intensity of the different modes. This correlation was also present when looking at the players‟ perception of intensity, indicating that the difference was enough to be noticed by the subjects

    Use of Emerging Technology as Part of the Experiential Learning Process in Ultradistance Cycling: A Phenomenological Study

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    Technology is well entrenched as part of our everyday lives and formal learning settings. The role technology plays as part of informal learning of sports and physical activities has not been explored as thoroughly. This study examined the use of technology by ultradistance cyclists as part of their experiential learning process. Data collection was through semi-structured interviews of 10 cyclists who routinely utilized technology in preparing for and participating in ultradistance events. Emerging themes were organized utilizing NVIVO software. While identified themes were similar to the phases of the Kolb (2014) experiential learning model, there was also a strong temporal component. Technology usage themes prior to an event included Abstract Conceptualization, Route Planning, and Training. Technology usage themes during an event included Active Experimentation, Concrete Experience, and Coping with Equipment, Mental, or Physical Challenges. A technology usage theme after an event included Reflective Observations. Participants also expressed preferences in technology characteristics; themes included Record and Display information, Easy to Use, Syncing Between Devices, and Reliability. Kolb and Kolb (2005) identified a number of features that enhanced informal experiential learning spaces in higher education. Technology could replicate these features to enhance the experiential learning process in ultradistance cycling
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