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 lowest 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. |