
This dataset captures user interaction and object acquisition performance during two gamified activities integrated into a cardiac rehabilitation system. In the first activity, patients collect virtual water bottles while cycling, simulating hydration management for a virtual partner. In the second activity, patients participate in a fruit-picking minigame where they perform upper limb movements in response to approaching virtual fruits. These movements aim to promote coordination and engagement. The dataset includes reaction times and acquisition counts to assess user familiarization and experience. Variables: User_ID: Unique identifier for each participant TimeStamp: Time of data recording RPE: Rate of Perceived Exertion (Borg scale) Num_Bottles: Number of water bottles collected in a session Total_Bottles: Total bottles available in the session %Total_Bottles: Percentage of bottles collected (Num_Bottles / Total_Bottles) NumFruits_ALL: Number of fruits collected across all categories TotalFruits_ALL: Total fruits presented %Total_Fruits: Percentage of total fruits collected (NumFruits_ALL / TotalFruits_ALL) numFruitsAL to numFruitsDL: Number of fruits collected with the left hand in each category (A–D) numFruitsAR to numFruitsDR: Number of fruits collected with the right hand in each category (A–D) totalFruitsAL to totalFruitsDL: Total fruits presented for the left hand in each category (A–D) totARFruitsAR to totARFruitsDR: Total fruits presented for the right hand in each category (A–D) T_Bottle1 to T_Bottle5: Reaction times (in seconds) for the first five bottles collected
This research was funded by the Instituto de Salud Carlos III (ISCIII), co-funded by the European Union (ERDF, “A way to make Europe”, grants numbers DTS21/00171 and DTS24/00015); the Institute for Health and Biomedical Research of Alicante (ISABIAL), grant number 2022-0336; the Valencia Region Innovation Agency (AVI), grant number INNVA1/2020/5; and the Valencian Government, grant number INVEST/2023/436
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