Realidad aumentada en la práctica de ejercicios físicos
DOI:
https://doi.org/10.29147/datjournal.v6i4.508Palabras clave:
Realidad Aumentada, Actividades Físicas, Revisión de LiteraturaResumen
Ante la nueva pandemia de coronavirus, son importantes las iniciativas capaces de adaptarse al aislamiento social y las tecnologías de operación remota. Entre las tecnologías emergentes, la Realidad Aumentada (AR) permite la interacción entre el mundo real y virtual, ayudando incluso a las personas a tener una vida más saludable. El artículo investiga cómo se ha utilizado la RA para orientar a las personas en la realización de actividad física y se realiza mediante la prospección en bases de datos internacionales para visualizar el abordaje del tema. Los resultados mostraron dos grupos de aplicaciones en AR: gamificación, jugado por el juego Pokémon Go; y rehabilitación, con aplicaciones para la recuperación de personas con pérdida muscular. Predominan las publicaciones con origen en Estados Unidos y Reino Unido, según el buscador y la cadena definida para realizar la investigación de prospección en las colecciones de revistas. La información recopilada ayudará a definir funcionalidades que se pueden utilizar en aplicaciones de RA.
Descargas
Citas
BOULOS, M. N. K. et al. From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in perso¬nal, public and environmental health. International Journal of Health Geographics, 2017.
CALABUIG-MORENO, F., GONZÁLEZ-SERRANO, M. H., FOMBONA, J., & GARCÍA-TASCÓN, M. (2020). The emergence of technology in physical education: A general bibliometric analysis with a focus on virtual and augmented reality. Sustainability, 12(7), 1–23. ht¬tps://doi.org/10.3390/su12072728 DOI: https://doi.org/10.3390/su12072728
CHEN, P. J., PENN, I. W., WEI, S. H., CHUANG, L. R., & SUNG, W. H. (2020). Augmented reality¬-assisted training with selected Tai-Chi movements improves balance control and incre¬ases lower limb muscle strength in older adults: A prospective randomized trial. Journal of Exercise Science and Fitness, 18(3), 142–147. https://doi.org/10.1016/j.jesf.2020.05.003 DOI: https://doi.org/10.1016/j.jesf.2020.05.003
DA GAMA, A. E. F. et al. MirrARbilitation: A clinically-related gesture recognition inte¬ractive tool for an AR rehabilitation system. Computer Methods and Programs in Biome¬dicine, v. 135, p. 105–114, 2016. DOI: https://doi.org/10.1016/j.cmpb.2016.07.014
ESCARAVAJAL-RODRÍGUEZ, J. C. Pokémon GO and its Influence on Spanish Facebook Users. Apunts. Educación Física y Deportes, Julho-Setembro 2018. 38-49. DOI: https://doi.org/10.5672/apunts.2014-0983.es.(2018/3).133.03
HOSSAIN, M. S. et al. AR-based serious game framework for post-stroke rehabilitation. Multimedia Systems, v. 22, n. 6, p. 659–674, 2016. DOI: https://doi.org/10.1007/s00530-015-0481-6
JEON, S., & KIM, J. (2020). Effects of augmented-reality-based exercise on muscle para¬meters, physical performance, and exercise self-efficacy for older adults. Internatio¬nal Journal of Environmental Research and Public Health, 17(9). https://doi.org/10.3390/ ijerph17093260 DOI: https://doi.org/10.3390/ijerph17093260
JETTER, JÉRÔME, EIMECKE, J., & RESE, A. (2018). Augmented reality tools for industrial applications: What are potential key performance indicators and who benefits? Com¬puters in Human Behavior, 87(May), 18–33. https://doi.org/10.1016/j.chb.2018.04.054 DOI: https://doi.org/10.1016/j.chb.2018.04.054
KOGAN, L. et al. A pilot investigation of the physical and psychological benefits of playing Pokémon Go for dog owners. Computers in Human Behavior, n. 76, 2017. 431- 437. DOI: https://doi.org/10.1016/j.chb.2017.07.043
MA, B. D. et al. Pokémon GO and physical activity in Asia: multilevel study. Journal of Medical Internet Research, v. 20, n. 6, p. 1–12, 2018. DOI: https://doi.org/10.2196/jmir.9670
MARQUET, O.; ALBERICO, C.; HIPP, A. J. Pokémon Go and physical activity among college students. A study using Ecological Momentary Assessment. Computers in Human Beha¬vior, n. 81, 2018. 215-222. DOI: https://doi.org/10.1016/j.chb.2017.12.028
MILGRAM, P., & KISHINO, F. (1994). A Taxonomy of Mixed Reality Visual Displays. 12, 1–15.
NG, Y.-L. et al. Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials. Computers in Human Beha¬vior, 2019. 278–291. DOI: https://doi.org/10.1016/j.chb.2019.05.026
RUIZ-ARIZA, A. et al. Effect of augmented reality game Pokémon GO on cognitive per¬formance and emotional intelligence in adolescent young. Computers & Education, n. 116, 2018. 49-63. DOI: https://doi.org/10.1016/j.compedu.2017.09.002
TRANFIELD, D.; DENYER, D.; SMART, P. Towards a Methodology for Developing Evidence¬-Informed Management Knowledge by Means of Systematic Review. British Journal of Management, 14, 2003. 207-222. DOI: https://doi.org/10.1111/1467-8551.00375
WHO. WHO guidelines on physical activity and sedentary behaviour. World Health Or¬ganization. Genebra. 2020.
WONG, F. Y. Influence of Pokémon Go on physical activity levels of university players: a cross sectional study. International Journal of Health Geographics, 16, n. 8, 2017. DOI: https://doi.org/10.1186/s12942-017-0080-1
ZHAO, M. Y.; ONG, S. K.; NEE, A. Y. C. An Augmented Reality-Assisted Therapeutic Health¬care Exercise System Based on Bare-Hand Interaction. International Journal of Human¬-Computer Interaction, v. 32, n. 9, p. 708–721, 2016. DOI: https://doi.org/10.1080/10447318.2016.1191263