Physical Activity in Virtual Reality 2018

A special issue of Sports (ISSN 2075-4663).

Deadline for manuscript submissions: closed (31 May 2018) | Viewed by 5362

Special Issue Editors


E-Mail Website
Guest Editor
M2S Lab and Inria MimeTIC team, University of Rennes 2, Rennes, France
Interests: sports; virtual reality; biomechanics; perception and action

E-Mail Website
Guest Editor
M2S Lab and Inria MimeTIC team, University of Rennes 2, Rennes, France
Interests: sports; virtual reality; perception and action; biomechanics

Special Issue Information

Dear Colleagues,

Due to its standardization, controllability and reproducibility features, Virtual Reality has been largely used in Sport Sciences this last decade. However, some technical limits can also alter the perception and action of immersed players. Some questions then arise. How can Virtual Reality help understanding the perception and interactions between players? How can training in immersive environments help individuals to acquire motor and perceptual skills that can be applied to real situations? What may be the nature and quality of feedbacks returned? This Special Issue aims to gather theoretical and practical knowledge on the use of Virtual Reality for Physical Activity and is concerned by the original research, meta-analysis, reviews, and brief reports which are related to this topic.

Dr. Richard Kulpa
Prof. Benoit Bideau
Guest Editors

Manuscript Submission Information

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Keywords

  • Virtual Reality
  • Physical Activity
  • Feedback
  • Training

Published Papers (1 paper)

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Research

18 pages, 933 KiB  
Article
Affective and Attentional States When Running in a Virtual Reality Environment
by David L. Neumann and Robyn L. Moffitt
Sports 2018, 6(3), 71; https://doi.org/10.3390/sports6030071 - 27 Jul 2018
Cited by 27 | Viewed by 4895
Abstract
Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for [...] Read more.
Engaging in physical exercise in a virtual reality (VR) environment has been reported to improve physical effort and affective states. However, these conclusions might be influenced by experimental design factors, such as comparing VR environments against a non-VR environment without actively controlling for the presence of visual input in non-VR conditions. The present study addressed this issue to examine affective and attentional states in a virtual running task. Participants (n = 40), completed a 21 min run on a treadmill at 70% of Vmax. One group of participants ran in a computer-generated VR environment that included other virtual runners while another group ran while viewing neutral images. Participants in both conditions showed a pattern of reduced positive affect and increased tension during the run with a return to high positive affect after the run. In the VR condition, higher levels of immersive tendencies and attention/absorption in the virtual environment were associated with more positive affect after the run. In addition, participants in the VR condition focused attention more on external task-relevant stimuli and less to internal states than participants in the neutral images condition. However, the neutral images condition produced less negative affect and more enjoyment after the run than the VR condition. The finding suggest that the effects of exercising in a VR environment will depend on individual difference factors (e.g., attention/absorption in the virtual world) but it may not always be better than distracting attention away from exercise-related cues. Full article
(This article belongs to the Special Issue Physical Activity in Virtual Reality 2018)
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