Bibliographic citations
Salas, D., Delgado, M. (2020). Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/655365
Salas, D., Delgado, M. Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2020. http://hdl.handle.net/10757/655365
@misc{renati/394553,
title = "Videojuego de realidad virtual para realizar ejercicios en bicicleta estacionaria mediante el uso de un sistema de detección de movimiento y visor Google Cardboard",
author = "Delgado Del Casillo, Miguel Andres",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2020"
}
Despite extensive knowledge that Physical activity can contribute to maintain a healthy condition and decrease the probabilities to suffer non-contagious chronic diseases in the long term, there are several limitations that prevent people from exercising regularly like lack of time due to working conditions, traffic in daily commute and, more recently, a pandemic context that limits the places and hours in which they can go out to do all kinds of activities. Although many people have bicycles, ergometers and other sorts of training machines, not all of them are willing to maintain a regular exercise routine. One of the main reasons for which people don´t exercise regularly is due to lack of motivation and no evident short-term results. Currently, there are plenty of investigations that seek to solve this problem by adding different sorts of ludic components with varied content. Precisely, virtual reality exergames have been shown to positively influence people's motivation to allow them to exercise in a fun and prolonged way. Therefore, the present work aims to establish a knowledge base for the implementation of a virtual reality exergame for stationary bicycles that positively affects the psychological needs of people in order to keep them motivated through gamification techniques that will be validated based on the results of previous research.
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