TY - GEN
T1 - Immersive Virtual Reality and Gamification Evaluation on Treadmill Exercise by Using Electrophysiological Monitoring Device
AU - Libriandy, Elbert
AU - Arlini Puspasari, Maya
N1 - Funding Information:
This research is supported by Hibah PUTI Prosiding 2020, fully funded by the Directorate of Research and Community Service (DPRM) University of Indonesia, No NKB-1072/UN2.RST/HKP.05.00/2020.
Publisher Copyright:
© 2020 ACM.
PY - 2020/9/27
Y1 - 2020/9/27
N2 - Noncommunicable chronic disease or known as NCD has contributed about 70% of world death population according to Global Health Observatory (GHO). Among that, cardiovascular disease is the most threatening type of NCD which accounts for about 17.9 million of victims [1]. Lack of physical activity considered as one of the main issues which becomes the top symptom of cardiovascular disease. Sedentary behavior like any activity involving sitting, reclining, or lying down that has a very low energy expenditure appear to have a negative impact on mental well-being to the person [2]. On the other hand, according to Statistics Indonesia (BPS), only 27% of Indonesian citizens who regularly doing exercise once in a week, which indicates that most Indonesian lack of awareness for doing exercise to maintain healthy body. Cardio exercise, for instance, treadmill exercise is an efficient way to improve walking ability in reducing potential of NCD and efficient therapy to reduce motor deficits of the lower limb. However, monotone exercise such as treadmill tend to induce boredom which indicates negative emotion to its user [3]. Besides, people s willingness for doing such exercises are being resisted by a phenomenon called exercise paradox. According to research by Matthieu Boisgontier [4] from University of British Columbia, exercise paradox mainly causes people to prefer sedentary lifestyle rather than doing some exercises. The research used electroencephalogram (EEG) on respondents when they are given two type of pictures, one represents picture of physical activity while the other is the opposite. The result proves that respondents brain requires more energy to avoid picture of inactivity. Based on Article made by Daniel E. Lieberman [5] from Harvard University, it stated that making exercise fun and enjoyable can reduce the effect of exercise paradox, especially while doing monotone exercise on treadmill. Technology of virtual reality (VR) has been used for physical activity and health purposes [6]. It provides immersive environment which create new virtual world on the users perspective. While exercising can be affected by environmental factors such as weather, this technology is able to prevent all negative factors and increases motivation while doing some exercises. Besides, VR allows interaction towards virtual objects. It also enables the integration with gamification principle to create fun and enjoyable event to the user. It is a promising tool to keep the positive emotion and preventing exercise paradox while doing treadmill exercise [7]. In previous research about VR approaches on treadmill exercise, it mainly based on subjective measurement tool such as questionnaire. Therefore, this research focused on evaluating the application of virtual reality technology based on gamification principle by electrophysiological monitoring device. The research will use electroencephalogram (EEG) and three cognitive questionnaires where virtual reality as the independent variable and stress load or emotion state as the dependent variable. The expectation output would be the interpretation of the data collected to recommend the application of technology virtual reality on treadmill exercise, the novelty lies on the integration between EEG and virtual reality technology.
AB - Noncommunicable chronic disease or known as NCD has contributed about 70% of world death population according to Global Health Observatory (GHO). Among that, cardiovascular disease is the most threatening type of NCD which accounts for about 17.9 million of victims [1]. Lack of physical activity considered as one of the main issues which becomes the top symptom of cardiovascular disease. Sedentary behavior like any activity involving sitting, reclining, or lying down that has a very low energy expenditure appear to have a negative impact on mental well-being to the person [2]. On the other hand, according to Statistics Indonesia (BPS), only 27% of Indonesian citizens who regularly doing exercise once in a week, which indicates that most Indonesian lack of awareness for doing exercise to maintain healthy body. Cardio exercise, for instance, treadmill exercise is an efficient way to improve walking ability in reducing potential of NCD and efficient therapy to reduce motor deficits of the lower limb. However, monotone exercise such as treadmill tend to induce boredom which indicates negative emotion to its user [3]. Besides, people s willingness for doing such exercises are being resisted by a phenomenon called exercise paradox. According to research by Matthieu Boisgontier [4] from University of British Columbia, exercise paradox mainly causes people to prefer sedentary lifestyle rather than doing some exercises. The research used electroencephalogram (EEG) on respondents when they are given two type of pictures, one represents picture of physical activity while the other is the opposite. The result proves that respondents brain requires more energy to avoid picture of inactivity. Based on Article made by Daniel E. Lieberman [5] from Harvard University, it stated that making exercise fun and enjoyable can reduce the effect of exercise paradox, especially while doing monotone exercise on treadmill. Technology of virtual reality (VR) has been used for physical activity and health purposes [6]. It provides immersive environment which create new virtual world on the users perspective. While exercising can be affected by environmental factors such as weather, this technology is able to prevent all negative factors and increases motivation while doing some exercises. Besides, VR allows interaction towards virtual objects. It also enables the integration with gamification principle to create fun and enjoyable event to the user. It is a promising tool to keep the positive emotion and preventing exercise paradox while doing treadmill exercise [7]. In previous research about VR approaches on treadmill exercise, it mainly based on subjective measurement tool such as questionnaire. Therefore, this research focused on evaluating the application of virtual reality technology based on gamification principle by electrophysiological monitoring device. The research will use electroencephalogram (EEG) and three cognitive questionnaires where virtual reality as the independent variable and stress load or emotion state as the dependent variable. The expectation output would be the interpretation of the data collected to recommend the application of technology virtual reality on treadmill exercise, the novelty lies on the integration between EEG and virtual reality technology.
KW - Electroencephalogram
KW - Ergonomics
KW - Gamification
KW - Treadmill Exercise
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85098122179&partnerID=8YFLogxK
U2 - 10.1145/3429551.3429553
DO - 10.1145/3429551.3429553
M3 - Conference contribution
AN - SCOPUS:85098122179
T3 - ACM International Conference Proceeding Series
SP - 191
EP - 195
BT - ICIBE 2020 - 2020 6th International Conference on Industrial and Business Engineering
PB - Association for Computing Machinery
T2 - 6th International Conference on Industrial and Business Engineering, ICIBE 2020
Y2 - 27 September 2020 through 29 September 2020
ER -