Browsing by Author "Ahmad, Muhammad Asif"
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- Efficacy of augmented reality-based virtual hiking in cardiorespiratory endurance: a pilot studyPublication . Ahmad, Muhammad Asif; Sousa, Honorato; Quintal, Élvio Rúbio; Bermúdez i Badia, SergiExergames can be used to overcome a sedentary lifestyle. Virtual Reality (VR) has made exergames successful, and they can be used to increase heart rate, but some limitations are found, such as the adaptation of the heart rate in exergames to the player's fitness profile. VR technology has been used to simulate virtual cycling and walking experiences. We designed and developed an exergame' Virtual Levadas' in a cave-based VR environment to simulate the Levadas hiking tracks. They are the main attraction for tourists in Madeira Island, Portugal. This study's main objective was to assess player exertion, usability, participation, and realism of the simulation of the Levadas tracks. We performed this study with 13 participants who played Virtual Levadas for 6 minutes and found a significant increase in player's average physical activity and heart rate. Overall, our results demonstrate that Virtual Levada's exergame provides a higher exertion level, immersion, and realism of the virtual environment than the literature.
- A spatial augmented reality-based biofeedback platform for fitness assessment and intervention in older adultsPublication . Ahmad, Muhammad Asif; Ahmad, Muhammad Asif; Bermúdez i Badia, Sergi; Gouveia, Élvio Rúbio QuintalIn most countries around the world, the population of older adults exceeds that of younger individuals. The ageing population has become a global challenge and is causing an increase in chronic diseases and associated health problems. This age group has been associated with conditions such as reduced mobility, prolonged hospitalisations, elevated morbidity rates, and an increased incidence of falls. A sedentary lifestyle has been correlated with numerous health conditions, making it essential to promote innovative health and fitness programs that encourage physical activity. According to the American College of Sports Medicine (ACSM), individuals should engage in 30 minutes of moderate exercise, five days a week, or 20 minutes of vigorous exercise, three times a week. The rapid growth of Information and Communication Technology (ICT) tools has led to a decrease in physical activity, contributing to various health and fitness issues. Balance assessment tools are used to evaluate postural movements, the risk of falls, and balance impairments. Using virtual reality (VR) technology in conjunction with balanced assessment tools may enhance the ecological validity of the instruments, increase performance and standardisation, and reduce administration time. Moreover, combining immersive virtual reality (IVR) with physical exercise, or exergames, enhances motivation and personalises training, effectively preventing falls by improving strength and balance in older adults. While many exergames and simulation applications have been introduced to help people engage in physical activity, limitations exist in user interest, consistency, achievement, and technology, particularly when targeting older adults and populations with specific deficits. Exergames often lack adaptability to individual fitness profiles and high-fidelity immersive virtual environments. To address these limitations, we have created and validated a biofeedback based spatial augmented reality platform that assesses physical and physiological fitness, as well as balance, in older adults through targeted interventions designed to promote wellness and reduce the risk of falls. Target heart rates are evaluated according to ACSM recommendations. The platform also offers simulations of diverse environments and fitness opportunities tailored to meet the specific needs of various populations. We have implemented standard fitness procedures in a virtual environment to assess lower-body strength and cardiorespiratory endurance in older adults.
