Physical Fitness in Virtual Worlds

Physical Fitness in Virtual Worlds
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虚拟世界中的身体健康

DOI:
10.1109/mc.2005.348
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发表时间:
2005
期刊:
影响因子:
2.2
通讯作者:
B. Smith
B. Smith
中科院分区:
计算机科学4区
文献类型:
--
作者:
B. Smith

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学术研究和新闻报道表明,越来越多的肥胖青年至少部分来自看电视和玩视频游戏。特别是,沙发土豆假说表明,看电视和玩电子游戏消耗了本可以用于体育活动的时间。这个假说假设,电子游戏玩家通过按下按钮和移动摇杆来追求他们的爱好,同时占据放置在大屏幕前的舒适椅子。直到最近,这种形式的游戏才被新一代的游戏和控制器所取代,这些游戏和控制器吸引玩家变得更加活跃。低成本的摄像头和先进的视频处理算法让视频游戏可以通过身体动作来控制,而触摸感应地板传感器让玩家在虚拟空间中跳舞。本文简要介绍了一些新一代游戏,包括:Dance Dance Revolution和GameBike。
Academic studies and news reports have suggested that the increasing number of obese youth derive at least partially from television viewing and video game use. In particular, the couch potato hypothesis suggests that watching television and playing video games consume time that could be spent engaging in physical activities. This hypothesis assumes that video gamers pursue their hobby by pressing buttons and moving joysticks while occupying comfortable chairs placed in front of large video screens. An accurate stereotype until recently, this form of gaming is being supplanted by a new generation of games and controllers that entice players to become more physically active. Low-cost cameras and advanced video processing algorithms let video games be controlled by bodily movements, while touch-sensitive floor sensors let players dance in virtual spaces. The article looks briefly at some of these new generation games including: Dance Dance Revolution; and GameBike.