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Cyberpsychol Behav Soc Netw. 2019 Jan 18. doi: 10.1089/cyber.2018.0027. [Epub ahead of print]

Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being.

Author information

1
1 Virtual Reality Medical Center, San Diego, California.
2
2 Interactive Media Institute, San Diego, California.
3
3 La Jolla Institute for Allergy and Immunology, La Jolla, California.

Abstract

Augmented reality (AR) is a versatile tool that is changing the way we interact with the world. One way is through exergaming, integrating AR, and gaming with traditional exercise programs. This study aimed to test three different AR systems to determine their ability to elicit physiological responses similar to those experienced while exercising or performing rehabilitation exercises. The systems tested included a head-mounted display experience (Teapots), a Sony EyeToy game (Slap Stream), and a prototype of a PC-camera-based system (Drums). Physiological recordings show that Slap Stream and Drums produced significant increases (pā€‰<ā€‰0.05) in heart rate (HR) and skin conductance, and all three games produced nonsignificant increase in respiratory rate. Of the three games, Slap Stream produced the highest rates of low- (āˆ¼28 percent), moderate- (17 percent), and high-intensity (āˆ¼22 percent) HRs. This study successfully showed that inexpensive easy-to-use AR systems can effectively contribute to exercise programs. Future game design recommendations, including feedback, mixed reality, and stress tracking, are discussed.

KEYWORDS:

augmented reality; exergaming; physiological monitoring; rehabilitation

PMID:
30657331
DOI:
10.1089/cyber.2018.0027

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