Combining physical and virtual worlds for motor-cognitive training interventions: Position paper with guidelines on technology classification in movement-related research
Autoři | |
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Rok publikování | 2022 |
Druh | Článek v odborném periodiku |
Časopis / Zdroj | Frontiers in Psychology |
Fakulta / Pracoviště MU | |
Citace | |
www | https://www.frontiersin.org/articles/10.3389/fpsyg.2022.1009052/full |
Doi | http://dx.doi.org/10.3389/fpsyg.2022.1009052 |
Klíčová slova | extended reality; virtual reality; augmented reality; mixed reality; exergaming; taxonomy; classification |
Přiložené soubory | |
Popis | With rapid technological development, the technologies used by the gaming sphere (Koivisto and Hamari, 2019) have become more affordable, easier to use and also more commonly used for research purposes. They not only allow the design of virtual spaces and stimuli but also a cost-efficient and almost precise tracking of body parts (full-body kinematics). This development is of particular interest for movement-related interventions in exercise and health settings (Skjaret et al., 2016) as it offers the opportunity for enhancing physical strength and overall engagement in physical activity (Liberatore and Wagner, 2021). |