scholarly journals Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State

2015 ◽  
Vol 2015 ◽  
pp. 1-9 ◽  
Author(s):  
Tobias Vogt ◽  
Rainer Herpers ◽  
Christopher D. Askew ◽  
David Scherfgen ◽  
Heiko K. Strüder ◽  
...  

Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.

Author(s):  
Kay M. Stanney ◽  
Kelly S. Kingdon ◽  
Robert S. Kennedy

Are current virtual environments (VEs) usable by the broad spectrum of people who may wish to utilize this technology? The current study, which examined over 1000 participants, indicates the answer to this question is a definitive ‘no’. Virtual environment exposure was found to cause people to vomit (1.1%), experience nausea (71%), disorientation (70%), and oculomotor disturbances (79%). Overall, 88% of participants reported some level of adverse symptomatology, ranging from a minor headache to vomiting and intense vertigo. These disturbances led 12% of those exposed to prematurely cease their interaction. Dropout rates as high as nearly 50% were found in exposures of 1 hr in length. In addition, long-term aftereffects were found, including headaches, drowsiness, nausea, and fatigue. These problems could substantially reduce the accessibility of VE technology by the general public and thus must be resolved if this technology is to be widely adopted.


1996 ◽  
Vol 5 (3) ◽  
pp. 274-289 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

This paper reports the results of three studies, each of which investigated the sense of presence within virtual environments as a function of visual display parameters. These factors included the presence or absence of head tracking, the presence or absence of stereoscopic cues, and the geometric field of view used to create the visual image projected on the visual display. In each study, subjects navigated a virtual environment and completed a questionnaire designed to ascertain the level of presence experienced by the participant within the virtual world. Specifically, two aspects of presence were evaluated: (1) the sense of “being there” and (2) the fidelity of the interaction between the virtual environment participant and the virtual world. Not surprisingly, the results of the first and second study indicated that the reported level of presence was significantly higher when head tracking and stereoscopic cues were provided. The results from the third study showed that the geometric field of view used to design the visual display highly influenced the reported level of presence, with more presence associated with a 50 and 90° geometric field of view when compared to a narrower 10° geometric field of view. The results also indicated a significant positive correlation between the reported level of presence and the fidelity of the interaction between the virtual environment participant and the virtual world. Finally, it was shown that the survey questions evaluating several aspects of presence produced reliable responses across questions and studies, indicating that the questionnaire is a useful tool when evaluating presence in virtual environments.


1996 ◽  
Vol 5 (3) ◽  
pp. 290-301 ◽  
Author(s):  
Claudia Hendrix ◽  
Woodrow Barfield

Two studies were performed to investigate the sense of presence within stereoscopic virtual environments as a function of the addition or absence of auditory cues. The first study examined the presence or absence of spatialized sound, while the second study compared the use of nonspatialized sound to spatialized sound. Sixteen subjects were allowed to navigate freely throughout several virtual environments and for each virtual environment, their level of presence, the virtual world realism, and interactivity between the participant and virtual environment were evaluated using survey questions. The results indicated that the addition of spatialized sound significantly increased the sense of presence but not the realism of the virtual environment. Despite this outcome, the addition of a spatialized sound source significantly increased the realism with which the subjects interacted with the sound source, and significantly increased the sense that sounds emanated from specific locations within the virtual environment. The results suggest that, in the context of a navigation task, while presence in virtual environments can be improved by the addition of auditory cues, the perceived realism of a virtual environment may be influenced more by changes in the visual rather than auditory display media. Implications of these results for presence within auditory virtual environments are discussed.


Author(s):  
Antonio Merico ◽  
Marianna Cavinato ◽  
Caterina Gregorio ◽  
Alessandra Lacatena ◽  
Elisabetta Gioia ◽  
...  

Based on available evidence, muscle strengthening and cardiovascular exercises can help maintain function and not adversely affect the progression of disease in patients with ALS. However, this evidence is not sufficiently detailed to recommend a specific exercise prescription. The purpose of this project was to assess clinical outcomes of a combined exercise programme to increase knowledge of rehabilitation in ALS patients. 38 ALS patients were assigned randomly to two groups: one group underwent a specific exercise programme (ALS-EP) based on a moderate aerobic workout and isometric contractions, and the second group followed a standard neuromotor rehabilitation treatment. Objective evaluation consisted of cardiovascular measures, muscle strength and fatigue. Some positive effects of physical activity on ALS patients were found. Among the benefits, an overall improvement of functional independence in all patients, independently of the type of exercise conducted was seen. In addition, improvements in muscle power, oxygen consumption and fatigue were specifically observed in the ALS-EP group, all hallmarks of a training effect for the specific exercises. In conclusion, moderate intensity exercise is beneficial in ALS, helping in avoiding deconditioning and muscle atrophy resulting from progressive inactivity.


2002 ◽  
Vol 11 (4) ◽  
pp. 425-434 ◽  
Author(s):  
Holger Regenbrecht ◽  
Thomas Schubert

It has long been argued that the possibility to interact in and with a virtual environment (VE) enhances the sense of presence. On the basis of a three-component model of presence, we specify this hypothesis and argue that the mental representation of possible actions should especially enhance spatial presence, and to a lesser extent the involvement and realness of a VE. We support this hypothesis in three studies. A correlative study showed that self-reported interaction possibilities correlated significantly with spatial presence, but not with the other two factors. A first experimental study showed that possible self-movement significantly increased spatial presence and realness. A second experimental study showed that even the illusion of interaction, with no actual interaction taking place, significantly increased spatial presence.


1997 ◽  
Vol 6 (5) ◽  
pp. 590-595 ◽  
Author(s):  
John Towell ◽  
Elizabeth Towell

A text-based networked virtual environment represents to a user a system of rooms joined by exits and entrances. When navigating this system of rooms, a user can communicate in real time with other connected users occupying the same room. Hence, these virtual environments are aptly suited for networked conferencing and teaching. Anecdotal information suggested that some people feel a sense of “being there” or presence when connected to one of these environments. To determine how many people feel this sense of presence, we surveyed 207 people from 6 different groups of users of text-based networked virtual environments. The results indicated that 69% of these subjects felt a sense of presence. Experiments with people in text-based networked virtual environments may be helpful in understanding the contribution to presence by social interaction in other virtual environments.


2021 ◽  
Vol 12 ◽  
Author(s):  
Yuning Hou ◽  
Renyan Ma ◽  
Song Gao ◽  
Keneilwe Kenny Kaudimba ◽  
Hongmei Yan ◽  
...  

BackgroundHyperuricemia (HUA) is a metabolic disease by purine metabolism disorders. It is a risk factor for many chronic diseases, including diabetes, hypertension, and heart disease. Studies have shown that exercise can effectively reduce serum uric acid (SUA), but the optimal exercise dose, intensity, and mode of exercise for improving HUA have not been verified in clinical studies. Therefore, this study aims to explore the effect of different exercise intensities in improving SUA of patients with HUA.Methods and AnalysisA randomized, single-blind, parallel controlled trial will be conducted in this study. 186 HUA patients who meet the inclusion criteria will be randomly divided into a 1:1:1 ratio (1): control group (2), low-intensity exercise group (brisk walking, 57-63% maximum heart rate, 150 min/week, 12 months), and (3) moderate-intensity exercise group (jogging, 64-76% maximum heart rate, 150 min/week, 12 months). The three groups of subjects will receive the same health education and prohibition of high-purine diet during the intervention period. The primary outcomes will be SUA concentration, SUA concentration change (mg/dL), SUA change rate (%), and the proportion of HUA patients. Secondary outcomes will include anthropometric parameters (body weight, waist circumference, hip circumference, BMI); physiological indicators (blood pressure, grip, vital capacity, maximum oxygen); biochemical indicators (blood lipid, blood sugar, liver enzyme, creatinine, and blood urea nitrogen). Each group of patients will go through an assessment at baseline, 3rd, 6th, and 12th months.DiscussionThis study will evaluate the effect of 12-month low-intensity exercise and moderate-intensity exercise on HUA patients. We hypothesize that both low-intensity and moderate-intensity exercise would improve HUA as compared with no-exercise control, and that moderate-intensity exercise would be more effective than low-intensity exercise in improving HUA. These results can provide a basis for the current physical activity guidelines for HUA’s healthy lifestyle management.Ethics and DisseminationThis study has been approved by the Ethical Review Committee of the Shanghai University of Sport (approval number: 102772020RT005). Informed consent will be obtained from all participants or their guardians. The authors intend to submit the study findings to peer-reviewed journals or academic conferences to be published.Clinical Trial RegistrationChinese Clinical Trial Registry, identifier ChiCTR2100042643.


2014 ◽  
Vol 23 (4) ◽  
pp. 354-368 ◽  
Author(s):  
António Sérgio Azevedo ◽  
Joaquim Jorge ◽  
Pedro Campos

Outdoor virtual environments (OVEs) are becoming increasingly popular, as they allow a sense of presence in places that are inaccessible or protected from human intervention. These virtual environments (VEs) need to address physical modalities other than vision and hearing. We analyze the influence of four different physical modalities (vision, hearing, haptics, and olfaction) on the sense of presence on a virtual journey through the sea and the Laurissilva Forest of Funchal, Portugal. We applied Slater et al.'s (2010) method together with data gathered by the Emotiv EPOC EEG in an OVE setting. In such a setting, the combination of haptics and hearing are more important than the typical virtual environment (vision and hearing) in terms of place and plausibility illusions. Our analysis is particularly important for designers interested in crafting similar VEs because we classify different physical modalities according to their importance in enhancing presence.


Author(s):  
Max M. North ◽  
Sarah M. North

The study of sense of presence experienced in virtual reality environments has become an important area of research. The continued advancement of immersive technology offers more opportunities to examine how a subject becomes immersed in and interacts with a variety of virtual environments. The primary purpose of this research is to study the sense of presence while interacting with a traditional Virtual Reality Environment (Helmet-based system with a Head-tracking device) and compare it with a virtual reality environment using an Immersive Environment (Spherical-based Visualization environment). Two empirical experiments were investigated in this study, each consisting of thirty-five subjects. A virtual airplane scenario was created and simulated for the participants of both environments. Participants were given several questionnaires after completing the simulation. This study mainly focused on question 9 and 10 of that survey, which dealt with how much the participant felt present in the virtual environment, and if the presence of the real world could still be experienced while in the virtual environment. We found that the subjects felt more involved with the virtual environment while using the Immersive Environment simulation versus using the traditional helmet-based Virtual Reality Environment. There was a statistically significant difference in questions 9 and 10 between the Immersive Environment and traditional Virtual Reality Environment when those questions are considered in isolation. However there was not a significant difference in the total sense of presence between the two environments after analyzing the questions together. The primary differences between the questions were analyzed using the overall mean and the standard deviation. The Immersive Environment has a smaller deviation than the traditional Virtual Reality Environment, implying that the sense of presence response is more concentrated. However, the overall results demonstrate that both environments are almost equally effective, with the Immersive Environment having several slight advantages.


2000 ◽  
Vol 9 (2) ◽  
pp. 209-213 ◽  
Author(s):  
Carlton Reeve

Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.


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