Authors:
Élvio Rúbio Gouveia
1
;
2
;
3
;
4
;
Pedro Campos
1
;
5
;
6
;
Krzysztof Przednowek
7
;
Andreas Ihle
4
;
8
;
9
;
Adilson Marques
3
;
10
;
Hugo Sarmento
11
;
Diogo Martinho
1
;
11
and
Bruna Gouveia
1
;
12
;
13
Affiliations:
1
LARSYS, Interactive Technologies Institute, 9020-105 Funchal, Portugal
;
2
Department of Physical Education and Sport, University of Madeira, 9020-105 Funchal, Portugal
;
3
CIPER, Faculty of Human Kinetics, University of Lisbon, Lisbon, Portugal
;
4
Center for the Interdisciplinary Study of Gerontology and Vulnerability, University of Geneva, 1205 Geneva, Switzerland
;
5
Department of Informatics Engineering and Interactive Media Design, University of Madeira, 9020-105 Funchal, Portugal
;
6
Wowsystems Informática Lda, Funchal, Portugal
;
7
Institute of Physical Culture Sciences, Medical College of Rzeszów University, Rzeszów University, Rzeszów, Poland
;
8
Department of Psychology, University of Geneva, 1205 Geneva, Switzerland
;
9
Swiss Center of Expertise in Life Course Research LIVES, 1205 Geneva, Switzerland
;
10
Environmental Health Institute (ISAMB), Faculty of Medicine, University of Lisbon, 1649-020 Lisbon, Portugal
;
11
University of Coimbra, Research Unit for Sport and Physical Education (CIDAF), Faculty of Sport Sciences and Physical Education, 3004-504 Coimbra, Portugal
;
12
Saint Joseph of Cluny Higher School of Nursing, 9050-535 Funchal, Portugal
;
13
Regional Directorate of Health, Secretary of Health of the Autonomous Region of Madeira, 9004-515 Funchal, Portugal
Keyword(s):
VR-Based Exergames, Rehabilitation, Physical Activity.
Abstract:
This study investigated the use of VR-based exergames in musculoskeletal injury rehabilitation, focusing on locomotor activity and internal load, as well as the influence of involvement, sensory fidelity, and interface quality. Thirty-seven participants (aged 19-53) engaged in five customized VR games designed for rehabilitation. These games included ”Weight Transfer,” ”Military March,” ”Side Squat,” ”Progressive March,” and ”Walking along a Straight Line.” Data were collected using HTC Vive Pro hardware and full-body tracking, with the E4 wristband measuring heart rate and movement and the OMNI scale assessing perceived exertion. The Witmer-Singer Presence Questionnaire evaluated user experience. The results revealed significant differences in heart rate, movement, perceived exertion, and exercise intensity across the exergames. ”Progressive March” produced the highest heart rate and intensity, while ”Side Squat” generated the most movement and exertion. ”Weight Transfer” had the lo
west values across all metrics. Additionally, higher levels of presence in the VR environment were linked to more physical activity. These findings suggest that this VR-based exergame session effectively meets each rehabilitation phase’s needs. Higher Presence in VR enhances user engagement and realism, leading to increased physical activity.
(More)