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Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports
Interacting with Computers ( IF 1.3 ) Pub Date : 2023-03-11 , DOI: 10.1093/iwc/iwad025
Arturo Morales Téllez 1 , Luis A Castro 1 , Monica Tentori 2
Affiliation  

Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed by short recovery periods, such as American football. The lack of stress regulation mechanisms can be detrimental to the individual and collective performance of athletes. Biofeedback systems have shown promising clinical results in regulating stress for sports competitions. However, there is a lack of scientific evidence to support their efficacy, and technologies, such as virtual reality videogames, have not been extensively explored. In this article, we present the development and pilot testing of Virtual Autonomic Nervous System (VANS), a virtual reality videogame using biofeedback that supports stress management training in athletes. VANS uses an optical heart rate sensor and aims at keeping the heart rate below a given threshold to control features within the game. We evaluated the usability and user experience of VANS through a 1-week deployment study with 10 American footballers. Our results show that VANS outperformed a commercial videogame used for biofeedback training and considerably reduced stress in our participants. Therefore, VANS could provide stress management training for future matches and competitions. Finally, we reflect on aspects of our design and discuss future directions of our work.

中文翻译:

开发和评估使用生物反馈进行运动压力管理的虚拟现实视频游戏

压力是身体对外部挑战的反应,无论是身体上的还是心理上的。在体育运动中,有一些压力因素会影响运动员的表现,尤其是在涉及短时间、高强度运动周期和短恢复期的团队运动中,例如美式足球。缺乏压力调节机制可能不利于运动员的个人和集体表现。生物反馈系统在调节体育比赛的压力方面显示出有前途的临床结果。然而,缺乏支持其功效的科学证据,虚拟现实视频游戏等技术尚未得到广泛探索。在本文中,我们介绍了虚拟自主神经系统 (VANS) 的开发和试点测试,一种使用生物反馈的虚拟现实视频游戏,支持运动员的压力管理训练。VANS 使用光学心率传感器,旨在将心率保持在给定阈值以下,以控制游戏中的功能。我们通过对 10 名美国足球运动员进行为期 1 周的部署研究,评估了 VANS 的可用性和用户体验。我们的结果表明,VANS 优于用于生物反馈训练的商业视频游戏,并且大大减轻了参与者的压力。因此,VANS可以为未来的比赛和比赛提供压力管理培训。最后,我们反思我们设计的各个方面并讨论我们工作的未来方向。我们通过对 10 名美国足球运动员进行为期 1 周的部署研究,评估了 VANS 的可用性和用户体验。我们的结果表明,VANS 优于用于生物反馈训练的商业视频游戏,并且大大减轻了参与者的压力。因此,VANS可以为未来的比赛和比赛提供压力管理培训。最后,我们反思我们设计的各个方面并讨论我们工作的未来方向。我们通过对 10 名美国足球运动员进行为期 1 周的部署研究,评估了 VANS 的可用性和用户体验。我们的结果表明,VANS 优于用于生物反馈训练的商业视频游戏,并且大大减轻了参与者的压力。因此,VANS可以为未来的比赛和比赛提供压力管理培训。最后,我们反思我们设计的各个方面并讨论我们工作的未来方向。
更新日期:2023-03-11
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