1. What motivate the study? Virtual reality plays a vast role in creating a better future. As time goes by, it is becoming more significant to the human. In this study, the application of martial arts will be covered on. So, to be more specific, this will be focusing on two main aspects which is rehabilitation and gaming. In other words, this paper will look at rehabilitation and gaming that use martial arts as a medium. Basically, when talking about martial arts or sport science it is normally going to look at activities that will involve physical movement (Bailenson, Patel, Neilson, Bajscy, Jung, & Kurillo, 2008), anticipation (Witte, Emmermacher, Bandow, & Masik, 2012) and many more. However, the applications of martial arts is becoming a more diverse field as people start to look at it in a higher level compared to before such as the Far East martial arts like Tai Chi is now being use in rehabilitation which to helps in maintaining good health because it can reduce the probability of falling for the elderly (Heinz, Kunze, Gruber, Bannach, & Lukowicz, 2006). At the same time, martial arts in games has also being considered as an outstanding achievement as it helps in entertainment and also creating a more interactive learning (Hamalainen, Ilmonen, Hoysniemi, Lindholm, & Nyakanen, 2005). So, by integrating both virtual reality and martial arts, it will be looked at, in a far and better scale. This is in a way shows that researcher right now are more interested in the interaction and the immersive of the user with the technology as to what extend does it look similar to the real world (Heinz et al., 2006). Hence, many research question has arisen in this aspects such as a research that has been conducted, mainly motivated by the question on whether tactile feedback (whole body) can train a person in reaching or moving something in the virtual environment whether through explicit or implicit means (Bloomfield & Badler, 2008). Besides that, when it comes to martial arts or sport exercise, it can be very dangerous at times if not being practice correctly and appropriately. So, the motivation behind the study is that, by implementing virtual reality in this martial arts field, it can improve the safety of the practitioner and avoid any kind of unnecessary danger (Phunsa, Potisarn, & Tirakoat, 2009). At the very same time, activities that involving martial arts training can sometimes be very dull and boring (Bailenson et al.
A contraction of “exercise” and “videogame”, exergames are games that require physical movement from the player (Hernandez et al.). These games may be more common than some realize, having been around since the 1980’s. One of the world’s most popular exergames is the “Dance Dance Revolution” series by Konami. Mixing timing and fancy footwork with catchy music made this series a household name since it’s release in 1998. More recent examples include the Nintendo Wii and the Xbox Kinect, which are two of the most commonly studied exergame systems in the field of movement rehabilitation. The increased popularity and public access to these systems have caught the eye of many researches and how they can be integrated to treat conditions such as Acquired Brain Injuries and Cerebral
Throughout the course of history, individuals have enjoyed playing sports. Whether it would be throwing a football, sprinting around the track, or kicking a soccer ball; sports have been a popular activity worldwide. The determination and expertise needed to play sports at the highest level has made it a challenging yet enjoyable activity. However in the recent years, sports have slowly drifted off from it’s traditional roots of physical prowess and into competitions of mental proficiencies. With the exponential growth of technology worldwide, it is not uncommon for the average household to have a computer, PS4, Xbox One, or even a Nintendo 3DS. In fact, the introduction of new technological entertainment has served as a gateway for the new generation of athlete culture; video games. As a result of the growth of video games, Esports (short for ‘Electronic Sports’) is slowly being integrated into athlete culture worldwide through its spectacular foundations, overwhelming popularity, vast prize pools, and recognition by official authorities.
The future is a mystery that human beings can’t figure out because the mindset ideal of the future. A step to get close to the future has been the revolution of technology. It has changed society individually and mentally for the reality for the future. However, technology has change entertainment in the manner of video games. Development to create games has been a phenomenal. Making beautiful digital graphics, wonderful story-lines, and human graphic characters that can talk to an individual through certain scenarios. Although video games are a great revolution for the future it has brought negative influence upon people of all ages in high problems leading into transition behaviors like addiction, violence, and signs of aggression.
The first point that needs to be addressed is how video games are used for training purposes. Video games are used by the United States Army to train soldiers (Suellentrop). America’s Army helps the soldiers develop their fighting skills (Suellentrop). This video game also helps to teach soldiers how to learn to function as a team (Suellentrop). Along with the Army, video games train individuals how to respond in emergency situations (Issitt). Video games train people in many ways, even if it is unknown to many people how important they can be to society.
Cosmin Mihaiu opened his lecture with a personal story about his own experience in age six when he broke his arm. He focused in the physical therapy process that was painful, tedious and longer from the expected due to the lack of cooperation of the patient. He continues by presenting an additional example about his mother who suffered from a frozen shoulder. Like him she also did a physiotherapy and experienced a similar feelings regarding the treatment. Those two cases led Mihaiu to think about creative solution for people who need to do physical therapy. Mihaiu and three friends developed the MIRA, a video game that includes motion capture camera, Kinect and allows the player to practice on a set of repetitive exercises. Example activities
Videogames are looked down upon by parents who see them as a waste of time and experts on education who believe that games corrupt the brain. Many say violent video games are to blame for young people being so violent. Psychologists and scientists believe that videogames have a lot of benefits. One benefit being that it make kids smart and cause them to use high-level thinking skills. Video games requires many skills that aren’t taught in school but, also enhance skills that the gamer already has. Skills that are enhanced by video games include following instructions, problem solving and logic with games like angry birds and cut the rope. Hand eye coordination, fine motor skills and spatial skills used in shooting games. Research has shown enhanced skills in surgeons and fighter pilots. Planning resources management and logistics encouraged by the game SimCity.
The term Virtual Reality (VR) is used by many different people with many meanings. There are some people to whom VR is a specific collection of technologies, that is a Head Mounted Display, Glove Input Device and Audio. Some other people stretch the term to include conventional books, movies or pure fantasy and imagination. However, for purposes of this research, we restrict VR to computer mediated systems. We would define Virtual Reality as a way for humans to visualize, manipulate and interact with computers and extremely complex data.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
Exercises are important activities for people who want to achieve healthy lives. Imagine that John, a person who loved to play tennis. He played tennis every morning before he went to work. However, one day, it rained hard outside and he couldn’t play his favorite sport anymore. He was so sad and depressed. Luckily, he remembered that he had a Wii--a video game console-- that could help him to play tennis with online people inside his house. It’s a big thank to the video game industry, now people can play sports any time they want inside their houses. Not only tennis, there is a ton of exercise game for people to choose: dancing games, yoga games, footballs game, fitness games to name a few. More than that, the video game industry is trying to create new exercise games that are more and more realistic so that people can burn the same amount of calories as they do actual sports when they play video games. In additions, for the first time in century, everyone can actually play sports and compete with people around the worlds inside their small houses. Exercising is more fun than ever before. ESPN channel actually broadcasts video games as normal sports. People can also learn about healthy foods when they play cooking video games. For an example, Cooking Academy, a game where players will play as a chef and learn to cook more than fifty recipes. Players will fry, chop, flip, mash, and more while answering
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Although still in its, infancy, virtual reality will have a substantial effect on our future way of life. Virtual reality already has made astounding progress in the world of commercial design, and it is predicted to have a tremendous impact on everyday life as well. Virtual reality, when more available, will have various uses ranging from recreation to basic communication. The applications of virtual reality into different fields of occupations and research will have both positive and negative effects on our society.
Video games are used to improve physical health. Playing video games does not mean being inactive. New and improved video games involve and incorporate different types of movement in the actual game. Certain video games can reduce fat causing global weight loss (Recio 143). By turning game systems into exercise, new generation games draw people into activities and get heart rates pumping. Schools have incorporated video games into part of their physical education program. Children’s waists lines have gone down by inches due to playing video games in gym class. In gym, the machines teach things like balance, timing, and coordina...
Many studies have been conducted on the use of virtual reality in education and training. In education, new technology is used to enhance the learning process. Mobile has become one of the technology offers educators a way to communicate with students using the appropriate application for learning. Virtual reality has reached a sufficient level of development for it to be considered in innovative applications such as education, training and research in higher education. With the creation of virtual reality has been used in education, it allows students to learn, to explore and develop