Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
This study investigated how spatial projection systems influences body balance including postural stability. Analyzing precisely defined frequency bands of movements of the center of pressure makes it possible to determine the effectiveness of the balance system’s response to disruptions and disorders and may be used as an indicator in the diagnosis of motor dysfunction. The study involved 28 participants for whom the center of pressure was assessed in a test with open eyes, closed eyes and with virtual reality projection. Percent distributions of energy during wavelet decomposition were calculated. Changes in body stability were determined for the virtual reality tests and these changes were classified as an intermediate value between the open-eyes test and the closed-eyes test. The results indicate the importance of using safety support systems in therapies involving Virtual Reality. The results also show the necessity of measurements times in stabilographic evaluations in order to conduct a more thorough analysis of very low frequencies of the center of pressure signal.