Published on in Vol 8, No 4 (2020): Oct-Dec

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/16693, first published .
Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study

Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study

Effects of Virtual Reality and Non–Virtual Reality Exercises on the Exercise Capacity and Concentration of Users in a Ski Exergame: Comparative Study

Journals

  1. Darzi A, McCrea S, Novak D. User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study. JMIR Serious Games 2021;9(2):e25771 View
  2. Yokota Y, Naruse Y. Temporal Fluctuation of Mood in Gaming Task Modulates Feedback Negativity: EEG Study With Virtual Reality. Frontiers in Human Neuroscience 2021;15 View
  3. Bentvelzen M, Savino G, Niess J, Masthoff J, Wozniak P. Tailor My Zwift. Proceedings of the ACM on Human-Computer Interaction 2022;6(MHCI):1 View
  4. Laukkanen T, Xi N, Hallikainen H, Ruusunen N, Hamari J. Virtual technologies in supporting sustainable consumption: From a single-sensory stimulus to a multi-sensory experience. International Journal of Information Management 2022;63:102455 View
  5. Cabeza-Ramírez L, Rey-Carmona F, del Carmen Cano-Vicente M, Solano-Sánchez M. Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach. Scientific Reports 2022;12(1) View
  6. Yangöz Ş, Turan Kavradım S, Özer Z. The effects of virtual reality‐based exercise in adults receiving haemodialysis treatment: A systematic review and meta‐analysis of randomized controlled studies. Applied Psychology: Health and Well-Being 2023;15(3):1182 View
  7. Müller H, Baumeister J, Bardal E, Vereijken B, Skjæret-Maroni N. Exergaming in older adults: the effects of game characteristics on brain activity and physical activity. Frontiers in Aging Neuroscience 2023;15 View
  8. Li T, Wang H, Zhou B, Li Z, Chen Z, Lan Q, Fan D. Design and feasibility study of a HCPS framework-based VR alpine skiing decision-making training system. Computers & Graphics 2023;114:138 View
  9. Calvo-Morata A, Freire M, Martínez-Ortiz I, Fernández-Manjón B. Scoping Review of Bioelectrical Signals Uses in Videogames for Evaluation Purposes. IEEE Access 2022;10:107703 View
  10. Lachowicz M, Żurek A, Jamro D, Serweta-Pawlik A, Żurek G. Changes in concentration performance and alternating attention after short-term virtual reality training in E-athletes: a pilot study. Scientific Reports 2024;14(1) View
  11. Feria-Madueño A, Monterrubio-Fernández G, Mateo Cortes J, Carnero-Diaz A. The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial. JMIR Serious Games 2024;12:e52275 View
  12. Dill S, Müller P, Caserman P, Göbel S, Hoog Antink C, Tregel T. Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. JMIR Serious Games 2024;12:e52153 View
  13. Rico-Olarte C, Lopez D, Eskofier B, Becker L. Electrophysiological Insights in Exergaming—Electroencephalography Data Recording and Movement Artifact Detection: Systematic Review. JMIR Serious Games 2025;13:e50992 View
  14. Sarai G, Jayaraman P, Tirosh O, Wickramasinghe N. Exploring Virtual Reality and Exercise Simulator Interventions in Patients With Attention Deficit Hyperactivity Disorder: Comprehensive Literature Review. JMIR Serious Games 2025;13:e57297 View
  15. Liu D, Wei Y, Peng H. CVR-BBI: an open-source VR platform for multi-user collaborative brain to brain interfaces. Bioinformatics 2024;40(12) View
  16. Chen Y, Guan L, Wu W, Ye L, He Y, Zheng X, Li S, Guan B, Ming W. Factors That Influence Young Adults’ Preferences for Virtual Reality Exergames in a Weight Control Setting: Qualitative Study. Journal of Medical Internet Research 2024;26:e58422 View
  17. Li Y, Li H, Jiang C, Su Y, Jiang S, Zhang G. Advancements in virtual reality for performance enhancement in combat sports: a mini-review and perspective. Frontiers in Psychology 2025;16 View
  18. 장 창, 백 승, 배 준. 가상현실 기술 기반 스포츠 심리기술훈련(PST-VR) 프로그램 개발 및 적용 사례*. The Korean Journal of Physical Education 2025;64(1):135 View
  19. Haliburton L, Pirker B, Holinski P, Schmidt A, Wozniak P, Hoppe M. VR-Hiking: Physical Exertion Benefits Mindfulness and Positive Emotions in Virtual Reality. Proceedings of the ACM on Human-Computer Interaction 2023;7(MHCI):1 View
  20. Lachowicz M, Klichowski M, Serweta-Pawlik A, Rosciszewska A, Żurek G. Effects of short- and long-term virtual reality training on concentration performance and executive functions in amateur esports athletes. Virtual Reality 2025;29(2) View
  21. Namli S, Özdemir K, Sen I, Bedir D. Virtual reality-supported video modeling for enhancing motor skill acquisition in swimming. BMC Sports Science, Medicine and Rehabilitation 2025;17(1) View
  22. Lampropoulos G, Anastasiadis T, Garzón J. Augmented Reality and Virtual Reality in Exergaming. Future Internet 2025;17(8):332 View
  23. Materazzini M, Morciano G, Alcalde-Llergo J, Yeguas-Bolívar E, Calabrò G, Zingoni A, Taborri J. Combine Virtual Reality and Machine-Learning to Identify the Presence of Dyslexia: A Cross-Linguistic Approach. Information 2025;16(9):719 View
  24. Patrycja Jędrzejewska-Rzezak , Monika Czekalska , Natalia Kulicka , Kinga Knutelska , Aleksandra Winsyk , Paulina Gajniak , Maciej Karwat , Tytus Tyralik , Klaudia Bilińska , Joanna Węgrzecka . PHYSICAL ACTIVITY IN ADHD PATIENTS: SIGNIFICANCE, ADVANTAGES, AND EFFECTS OF DIGITAL INTERVENTIONS PROMOTING EXERCISE. International Journal of Innovative Technologies in Social Science 2025;2(3(47)) View
  25. Müller H, Büchel D, Skjaeret-Maroni N, Vereijken B, Baumeister J. Monitoring cognitive load while playing exergames in a four-week intervention for older adults: an explorative EEG study. Scientific Reports 2025;15(1) View

Books/Policy Documents

  1. Rajan S, Mahalil I, Mubin S, Jaffar S, Thiruchelvam V, Hwa N, Yusof A. Innovations in Data Engineering: Sustainability for Societal and Industrial Impact. View

Conference Proceedings

  1. Zhang X, Wu E, Koike H. 2021 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). Watch-Your-Skiing: Visualizations for VR Skiing using Real-time Body Tracking View
  2. Masai K, Kajiyama T, Muramatsu T, Sugimoto M, Kimura T. 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). Virtual Reality Sonification Training System Can Improve a Novice's Forehand Return of Serve in Tennis View
  3. Matsumoto T, Wu E, Koike H. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). Augmenting VR Ski Training using Time Distortion View
  4. Matsumoto T, Wu E, Koike H. Augmented Humans 2022. Skiing, Fast and Slow: Evaluation of Time Distortion for VR Ski Training View
  5. Okada Y, Seo C, Miyakawa S, Taniguchi M, Kanosue K, Ogata H, Ohya J. 2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS). Virtual Ski Training System that Allows Beginners to Acquire Ski Skills Based on Physical and Visual Feedbacks View
  6. Li T, Wang H, Fan D, Wang D, Yin L, Lan Q. 2022 International Conference on Virtual Reality, Human-Computer Interaction and Artificial Intelligence (VRHCIAI). Research on Virtual Skiing System based on Harmonious Human-computer Interaction View
  7. Matsumoto T, Wu E, Liao C, Koike H. 2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR). ARpenSki: Augmenting Ski Training with Direct and Indirect Postural Visualization View
  8. Matzek E, Megyeri A, Yankee T, Banerjee N, Banerjee S. 2025 IEEE International Conference on Artificial Intelligence and eXtended and Virtual Reality (AIxVR). VitaMaze: A VR Exergame Driven using Feedback from Physiological Sensors View
  9. Cheng X, Yoo S, Parker C. Proceedings of the 36th Australasian Conference on Human-Computer Interaction. Staying Fit in the Metaverse: Evaluating Diegetic GUIs for Representing Exertion Data in a VR Exergame View