1. Deceptive Modulation of Actual and Perceived Effort While Walking Using Immersive Virtual Reality: A Teleoanticipatory Approach
- Author
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Trent Yamamoto, Trinabh K. Sahni, Corinne A. McCabe, Trevor L. Nguyen, August E. Blatney, Ross J. Lechner, Thalia H. Nguyen, Dominic M. Benna, Jason P. Farrales, Mitchell S. Mologne, Eric V. Neufeld, and Brett A. Dolezal
- Subjects
immersive virtual reality ,RPE ,walking ,deception ,Technology ,Engineering (General). Civil engineering (General) ,TA1-2040 ,Biology (General) ,QH301-705.5 ,Physics ,QC1-999 ,Chemistry ,QD1-999 - Abstract
Virtual reality and technology-driven ‘exergaming’ have grown in tandem to expand the possibilities of exercise. However, few studies have investigated these aspects together in the context of treadmill walking. This study examined the effects of immersive virtual reality (IVR) on heart rate (HR) and ratings of perceived exertion (RPE) while walking on a treadmill at three different speeds, only one of which was disclosed to participants. Using a single-blinded, randomized control trial with a crossover research design, sixteen college-aged adults (eight females, mean age of 20.5 ± 1.2 years) were randomly assigned a testing order for six trials of treadmill walking. Three 10 min trials were conducted with IVR and three were conducted without on two separate days; a 3 min break was given in between trials. Borg RPE scores were assessed after each trial, while HR was monitored throughout. The IVR trials produced lower mean RPE scores in comparison to the non-IVR group at 3.5 and 3.7 mph. The IVR trials also yielded a lower mean HR compared to the non-IVR trials at the highest speed of 3.7 mph. These findings suggest that IVR may be able to attenuate RPE scores and HR while walking on a treadmill.
- Published
- 2024
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