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对健康和健身的日益关注推动全球 VR 健身游戏市场在 2022 年价值约 111 亿美元,预计到本十年末将超过 160 亿美元。
As digitization advances, technologies like artificial intelligence (AI), augmented reality (AR), and virtual reality (VR) are emerging. These aim to seamlessly integrate the digital world into our daily lives, allowing us to cross boundaries and enter realms previously unthinkable.
随着数字化的进步,人工智能 (AI)、增强现实 (AR) 和虚拟现实 (VR) 等技术不断涌现。这些旨在将数字世界无缝融入我们的日常生活,使我们能够跨越界限,进入以前难以想象的领域。
VR, in particular, is a computer-generated simulated experience perceived through wearable technology and sensory components. Realistic images and sounds are generated through headsets and projections, creating a virtual environment where people can move around and interact with the virtual items.
尤其是虚拟现实,是一种通过可穿戴技术和感官组件感知的计算机生成的模拟体验。通过耳机和投影生成逼真的图像和声音,创建一个虚拟环境,人们可以在其中移动并与虚拟物品互动。
The most popular applications of this technology are currently found in video games, virtual meetings, medical training, patient rehabilitation, and military training. Another interesting and highly beneficial use case of VR has emerged in the fitness industry, where an estimated 1 to 2 million people are working out in VR.
目前该技术最流行的应用是视频游戏、虚拟会议、医疗培训、患者康复和军事训练。 VR 的另一个有趣且非常有益的用例出现在健身行业,估计有 1 到 200 万人在 VR 中锻炼。
This is of great significance as regular physical activity is essential for maintaining a healthy weight, improving mental health, protecting against chronic conditions, and increasing the overall quality of life. However, motivation and adherence to exercise continue to be the problem with all kinds of physical exercises.
这具有重要意义,因为定期的身体活动对于保持健康的体重、改善心理健康、预防慢性病和提高整体生活质量至关重要。然而,锻炼的动力和坚持仍然是各种体育锻炼的问题。
Companies and scientists expect to change with VR exergaming—a combination of physical exercise with gaming—which holds great promise for incentivizing physical activity. According to Dr. Dominic Potts, the lead author of a new study that aims to leverage sensor technology to keep exercisers motivated:
公司和科学家期望通过 VR 运动游戏(体育锻炼与游戏的结合)来改变,这对于激励身体活动具有巨大的前景。一项新研究的主要作者 Dominic Potts 博士表示,该研究旨在利用传感器技术来保持锻炼者的积极性:
“With exergaming, we can address this issue and maximize a person's enjoyment and performance by adapting the challenge level to match a user's abilities and mood.”
“通过运动游戏,我们可以解决这个问题,并通过调整挑战级别以匹配用户的能力和情绪,最大限度地提高人们的乐趣和表现。”
VR Exergaming: The Solution to Better Health
VR 运动游戏:改善健康的解决方案
The increasing focus on health and fitness has driven the global VR fitness game market worth about $11.1 billion in 2022, with projections to surpass $16 billion by the end of this decade. With the help of VR technology, people can exercise and maintain their health right from the comfort of their homes.
对健康和健身的日益关注推动全球 VR 健身游戏市场在 2022 年价值约 111 亿美元,预计到本十年末将超过 160 亿美元。借助VR技术,人们可以在舒适的家中锻炼身体并保持健康。
Exergaming, or active video gaming, is an emerging trend in which digital games require bodily movement to play, stimulating an active gaming experience. This is why many have also designated it “the future of fitness.”
运动游戏或主动视频游戏是一种新兴趋势,其中数字游戏需要身体运动才能玩,从而刺激主动的游戏体验。这就是为什么许多人也将其称为“健身的未来”。
Compared to conventional exercise, exergames can enhance both performance and enjoyment by distracting users from discomfort as they reach closer to or surpass the ventilatory threshold, immersing them in engaging virtual environments.
与传统锻炼相比,运动游戏可以在用户接近或超过通气阈值时分散用户的注意力,让他们沉浸在引人入胜的虚拟环境中,从而提高运动表现和乐趣。
For best results, exergames must offer challenges that correspond with the user's ability, helping them realize the benefits of immersion, performance, and enjoyment. Matching the exergame difficulty to that of the user allows them to achieve a flow state, which is the psychologically optimal state in which a user is focused and engaged.
为了获得最佳结果,运动游戏必须提供与用户能力相对应的挑战,帮助他们实现沉浸感、表现和享受的好处。将运动游戏难度与用户的难度相匹配可以让他们达到心流状态,这是用户集中注意力和参与的心理最佳状态。
One way to achieve this is to adjust the exergame difficulty in real-time based on the user's heart rate. But there's another, better way to control the adaptations of exergame and that is to estimate the emotional state of the user during the gameplay. Through affect recognition, which is based on physiological sensor measures, exergames can be adapted for not just difficulty but also in other ways like interactive storytelling. It may even help us better understand the player experience.
实现这一目标的一种方法是根据用户的心率实时调整运动游戏难度。但还有另一种更好的方法来控制运动游戏的适应,那就是估计用户在游戏过程中的情绪状态。通过基于生理传感器测量的情感识别,运动游戏不仅可以适应难度,还可以适应互动讲故事等其他方式。它甚至可以帮助我们更好地了解玩家体验。
However, affect recognition in exergaming is challenging because of the influence of physical exercise and interpersonal differences on emotions and physiological measures. This calls for the need for emotion-inducing environments, for which researchers have offered solutions. However, they are focused on flow or just how pleasurable it feels (valence). Of course, this is just part of the emotional spectrum and isn't validated either across different levels of exercise intensity.
然而,由于体育锻炼和人际差异对情绪和生理指标的影响,运动游戏中的情感识别具有挑战性。这就需要诱导情绪的环境,研究人员为此提供了解决方案。然而,他们关注的是心流或它的愉悦感(效价)。当然,这只是情绪范围的一部分,并且没有在不同的运动强度级别上得到验证。
Furthermore, physical exertion affects several physiological measures such as movement and perspiration. While affect recognition has been investigated in non-VR exergames, though only at moderate exercise intensities, there hasn't been a systematic and rigorous comparison of a person's affective state in VR exergames across various exertion levels besides valence.
此外,体力消耗会影响多种生理指标,例如运动和排汗。虽然情感识别已经在非 VR 运动游戏中进行了研究,尽管只是在中等运动强度下进行,但除了效价之外,还没有对一个人在 VR 运动游戏中不同运动水平的情感状态进行系统和严格的比较。
Moreover, there is a need to account for the interpersonal differences, exercise influence, and environmental factors like stimuli when assessing data related to physiological sensors for the same. Removing them from sensor data can increase the generalisability, robustness, and predictive power of affect recognition models, as per the study.
此外,在评估与生理传感器相关的数据时,需要考虑人际差异、运动影响和刺激等环境因素。根据该研究,从传感器数据中删除它们可以提高情感识别模型的通用性、鲁棒性和预测能力。
So, the research team from the University of Bath took upon the task of creating exergames that can actually offer a better and more personalized approach for improved results.
因此,巴斯大学的研究团队承担了创建运动游戏的任务,这种游戏实际上可以提供更好、更个性化的方法来改善结果。
Taking a Personalized Approach to VR Exergaming
采用个性化方法进行 VR 运动游戏
Supported by the European Union's Horizon Europe research and innovation program and Innovate UK, the latest research has developed exergames that people can adhere to. These games use sensors to continuously measure a person's emotional state during exercise, adjusting the game in real-time to keep users engaged.
在欧盟“地平线欧洲”研究和创新计划以及“创新英国”的支持下,最新研究开发出了人们可以坚持的运动游戏。这些游戏使用传感器来连续测量一个人在锻炼期间的情绪状态,实时调整游戏以保持用户的参与度。
According to Dr. Potts, completely adaptive exercise games sense a person's emotions and give them obstacles when they're ready for a challenge and ‘rewards' when they're struggling.
波茨博士表示,完全自适应的锻炼游戏可以感知一个人的情绪,并在他们准备好迎接挑战时给予他们障碍,并在他们挣扎时给予他们“奖励”。
The Bath team was successful in developing such personalized exergames by using a new range of sensors that can be put into VR headsets and wearables like smartwatches. These sensors then track the physical changes of the exerciser as
Bath 团队通过使用一系列新的传感器成功开发了此类个性化运动游戏,这些传感器可以放入 VR 耳机和智能手表等可穿戴设备中。然后,这些传感器会跟踪锻炼者的身体变化:
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