exergaming

Exergaming
  • 文章类型: Journal Article
    焦虑会加剧对跌倒和平衡问题的恐惧,可能影响干预效果。这项研究考察了exergaming对焦虑和非焦虑老年人跌倒和平衡恐惧的影响。
    20名老年人(10名焦虑,10非焦虑)参加了六周的平衡导向游戏。使用跌倒功效量表和活动特异性平衡信心量表评估对跌倒的恐惧。之前用Berg平衡量表和定时向上并进行测试来测量平衡,之后,干预后六周。
    两组在平衡和行动能力方面均有显著改善,在随访期间持续。然而,只有非焦虑组对跌倒的恐惧显著降低,平衡信心增强.焦虑与减少的享受有关,较低的功效感知,在干预期间加剧了紧张局势。
    Exergaming可以改善非焦虑老年人的平衡并减少对跌倒的恐惧。焦虑可能会减少这些好处。
    在规定运动干预措施时,评估焦虑水平至关重要。定制治疗以解决焦虑可以提高结果。
    UNASSIGNED: Anxiety can exacerbate fear of falling and balance issues, potentially affecting intervention efficacy. This study examines exergaming\'s impact on fear of falling and balance in anxious and non-anxious older adults.
    UNASSIGNED: Twenty older adults (10 anxious, 10 non-anxious) participated in six weeks of balance-oriented gaming. Fear of falling was assessed using the Falls Efficacy Scale and the Activities-specific Balance Confidence Scale. Balance was measured with the Berg Balance Scale and the Timed Up and Go Test before, after, and six weeks post-intervention.
    UNASSIGNED: Both groups showed significant improvements in balance and mobility, sustained during follow-up. However, only the non-anxious group exhibited significant reductions in fear of falling and increased balance confidence. Anxiety was linked to reduced enjoyment, lower efficacy perception, and heightened tension during the intervention.
    UNASSIGNED: Exergaming improves balance and reduces fear of falling in non-anxious older adults. Anxiety may diminish these benefits.
    UNASSIGNED: Assessing anxiety levels is crucial when prescribing exergaming interventions. Tailoring treatments to address anxiety could enhance outcomes.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:这种平行,随机对照试验检查了内在动机,两组进行12周的受试者证明了依从性和运动功能的改善,家庭上肢康复计划。17名受试者玩脚手架游戏,呈现八到十二个离散的难度增加的水平。16名受试者执行了由成功算法控制的相同活动,这些活动逐步修改了游戏难度。
    方法:33名20-80岁的人,卒中后至少6个月合并中度至轻度偏瘫采用随机数字发生器随机分为两组.他们使用行动研究手臂测试进行了测试,上肢FuglMeyer评估,培训前后中风影响量表和内在动机量表。使用由游戏系统生成的时间戳来测量粘附性。受试者在家中放置了家庭虚拟康复系统(QiuinJNeuroengRehabil17:1-10,2020),并被教导使用它进行康复游戏。受试者被指示每天训练二十分钟,但被允许训练与他们选择的一样多。受试者在没有预约的情况下接受了12周的培训,并接受了研究人员的间歇性支持。使用方差分析比较组结果。主题人口统计学和依从性之间的相关性,以及运动结果,使用皮尔逊相关系数进行评估。
    结果:有5例患者退出,无不良事件。时间的主要影响对于五个临床结果指标中的四个具有统计学意义。在时间互动方面没有明显的训练组。两组之间的依从性测量没有显着差异。合并组的UEFMA得分平均提高了5.85(95%CI4.73-6.98)。两组中有21名受试者证明UEFMA得分至少提高了5分,超过4.25的最小临床重要差异。培训前后IMI得分稳定。
    结论:与游戏难度的算法控制相比,基于游戏的康复过程中的支架挑战并未引起更高的依从性。在家中进行基于游戏的治疗的两个稀疏监督程序都足以引起统计学上的显着影响,临床上有意义的运动功能和日常生活活动的改善。
    背景:临床试验.gov-NCT03985761,2019年6月14日注册。
    BACKGROUND: This parallel, randomized controlled trial examined intrinsic motivation, adherence and motor function improvement demonstrated by two groups of subjects that performed a 12-week, home-based upper extremity rehabilitation program. Seventeen subjects played scaffolded games, presenting eight to twelve discrete levels of increasing difficulty. Sixteen subjects performed the same activities controlled by success algorithms that modify game difficulty incrementally.
    METHODS: 33 persons 20-80 years of age, at least 6 months post stroke with moderate to mild hemiparesis were randomized using a random number generator into the two groups. They were tested using the Action Research Arm Test, Upper Extremity Fugl Meyer Assessment, Stroke Impact Scale and Intrinsic Motivation Inventory pre and post training. Adherence was measured using timestamps generated by the gaming system. Subjects had the Home Virtual Rehabilitation System (Qiu in J Neuroeng Rehabil 17: 1-10, 2020) placed in their homes and were taught to perform rehabilitation games using it. Subjects were instructed to train twenty minutes per day but were allowed to train as much as they chose. Subjects trained for 12 weeks without appointments and received intermittent support from study staff. Group outcomes were compared using ANOVA. Correlations between subject demographics and adherence, as well as motor outcome, were evaluated using Pearson Correlation Coefficients.
    RESULTS: There were 5 dropouts and no adverse events. The main effect of time was statistically significant for four of the five clinical outcome measures. There were no significant training group by time interactions. Measures of adherence did not differ significantly between groups. The combined groups improved their UEFMA scores on average by 5.85 (95% CI 4.73-6.98). 21 subjects from both groups demonstrating improvements in UEFMA scores of at least 5 points, exceeding the minimal clinically important difference of 4.25. IMI scores were stable pre to post training.
    CONCLUSIONS: Scaffolding challenges during game based rehabilitation did not elicit higher levels of adherence when compared to algorithm control of game difficulty. Both sparsely supervised programs of game-based treatment in the home were sufficient to elicit statistically significant, clinically meaningful improvements in motor function and activities of daily living.
    BACKGROUND: Clinical Trials.gov-NCT03985761, Registered June 14, 2019.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    背景:体育活动结合虚拟现实和运动游戏已经成为一种新技术,可以改善帕金森病(PD)患者的参与度并为步态和平衡障碍提供临床益处。
    目的:研究使用基于家庭的运动游戏系统的训练方案对PD患者的脑容量和静息状态功能连通性(rs-FC)的影响。
    方法:在患有步态和/或平衡障碍的PD患者中进行了一项单盲随机对照试验。实验(活跃)小组在家中进行了18次训练,方法是玩定制设计的具有全身动作的运动游戏,站在RGB-DKinect®运动传感器前面,而控制组使用电脑键盘播放。两组都接受了相同的培训计划。临床量表,步态记录,训练前后进行脑MRI检查。我们评估了两种训练对灰质体积(GVM)和rs-FC的影响,群体内部和群体之间。
    结果:23名患者被纳入并随机分配到主动(n=11)或对照(n=12)训练组。比较培训前和培训后,活动组的步态和平衡障碍显着改善,感觉运动之间的rs-FC减少,注意和基底神经节网络,但是小脑和基底神经节网络之间的增加。相比之下,对照组无明显变化,rs-FC在中脑边缘和视觉空间小脑和基底神经节网络中显着降低。培训后,活动组的rs-FC相对于基底神经节之间的对照组更大,运动皮质和小脑区,两侧在脑岛和下颞叶之间。相反,rsFC在活动组相对于对照组较低,在足脑桥核和小脑区之间,颞叶下叶和右丘脑之间,在左壳核和背外侧前额叶皮层之间,并且在默认模式网络内。
    结论:全身运动训练使用定制的运动诱发的感觉运动内的大脑rs-FC变化,PD患者的注意力和小脑网络。需要进一步的研究来全面了解这种训练方法的神经生理作用。试验注册ClinicalTrials.govNCT03560089。
    BACKGROUND: Physical activity combined with virtual reality and exergaming has emerged as a new technique to improve engagement and provide clinical benefit for gait and balance disorders in people with Parkinson\'s disease (PD).
    OBJECTIVE: To investigate the effects of a training protocol using a home-based exergaming system on brain volume and resting-state functional connectivity (rs-FC) in persons with PD.
    METHODS: A single blind randomized controlled trial was conducted in people with PD with gait and/or balance disorders. The experimental (active) group performed 18 training sessions at home by playing a custom-designed exergame with full body movements, standing in front of a RGB-D Kinect® motion sensor, while the control group played using the computer keyboard. Both groups received the same training program. Clinical scales, gait recordings, and brain MRI were performed before and after training. We assessed the effects of both training on both the grey matter volumes (GVM) and rs-FC, within and between groups.
    RESULTS: Twenty-three patients were enrolled and randomly assigned to either the active (n = 11) or control (n = 12) training groups. Comparing pre- to post-training, the active group showed significant improvements in gait and balance disorders, with decreased rs-FC between the sensorimotor, attentional and basal ganglia networks, but with an increase between the cerebellar and basal ganglia networks. In contrast, the control group showed no significant changes, and rs-FC significantly decreased in the mesolimbic and visuospatial cerebellar and basal ganglia networks. Post-training, the rs-FC was greater in the active relative to the control group between the basal ganglia, motor cortical and cerebellar areas, and bilaterally between the insula and the inferior temporal lobe. Conversely, rs FC was lower in the active relative to the control group between the pedunculopontine nucleus and cerebellar areas, between the temporal inferior lobes and the right thalamus, between the left putamen and dorsolateral prefrontal cortex, and within the default mode network.
    CONCLUSIONS: Full-body movement training using a customized exergame induced brain rs-FC changes within the sensorimotor, attentional and cerebellar networks in people with PD. Further research is needed to comprehensively understand the neurophysiological effects of such training approaches. Trial registration ClinicalTrials.gov NCT03560089.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    目的:本研究的目的是(1)量化虚拟现实(VR)运动的耗氧量(VO2)和心率(HR),(2)将VR游戏的体力活动强度与中等强度阈值进行比较,(3)量化VR游戏的游戏体验和网络疾病,与传统游戏相比。材料和方法:青年(N=28;年龄,9.4±1.2年)完成10分钟条件:坐着休息,坐在视频游戏Katamari永远(SVG-KF),跑步机步行(TW)(5.6km/h,0%等级),和VRexergamesBeatSaber(BS)和ThrilloftheFight(TOF),同时收集VO2和HR。游戏体验和儿童模拟器疾病问卷收集游戏后。结果:BS的VO2和HR(9.1±3.0mL/kg/min和119±15bpm),TW(17.1±2.4mL/kg/min和135±15bpm),TOF(16.9±5.4mL/kg/min和145±19bpm)明显高于休息时(4.2±1.5mL/kg/min和94±12bpm)和SVG-KF(4.3±1.3mL/kg/min和94±12bpm)。BS轻度至中度,而基于HR和代谢当量(MET),TW和TOF具有中等强度。对于游戏体验,SVG-KF(1.6±1.6)的挑战性小于BS(3.3±1.0)和TOF(3.1±1.1)。BS在视觉上更令人满意(3.5±0.7vs2.7±0.9),并且比SVG-KF(3.6±0.7vs3.1±1.1)需要更多的浓度。TOF(3.4±0.8)比SVG-KF(2.8±0.7)更有趣。两名青少年(7%)出现网络症状,但都没有要求停止比赛。眼球运动症状(0.6±0.9),虽然最小,在两个游戏中,均显着大于恶心(0.2±0.5)和定向障碍(0.3±0.6)。结论:VR运动游戏提供了轻度到中度强度的运动,挑战,视觉刺激,注意,和乐趣与最小的网络症状,与年轻人的传统游戏相比。
    Objective: The purpose of this study was to (1) quantify the oxygen consumption (VO2) and heart rate (HR) of virtual reality (VR) exergaming in youth, (2) compare the physical activity intensity of VR gaming to moderate-intensity thresholds, and (3) quantify the game experience and cybersickness of VR gaming, compared with traditional gaming. Material and Methods: Youth (N = 28; age, 9.4 ± 1.2 years) completed 10-minute conditions: seated rest, seated videogame Katamari Forever (SVG-KF), treadmill walking (TW) (5.6 km/h, 0% grade), and VR exergames Beat Saber (BS) and Thrill of the Fight (TOF) while VO2 and HR were collected. Game experience and Child Simulator Sickness Questionnaires were collected after gameplay. Results: VO2 and HR for BS (9.1 ± 3.0 mL/kg/min and 119 ± 15 bpm), TW (17.1 ± 2.4 mL/kg/min and 135 ± 15 bpm), and TOF (16.9 ± 5.4 mL/kg/min and 145 ± 19 bpm) were significantly higher than that at rest (4.2 ± 1.5 mL/kg/min and 94 ± 12 bpm) and for SVG-KF (4.3 ± 1.3 mL/kg/min and 94 ± 12 bpm). BS was light-to-moderate, whereas TW and TOF were of moderate intensity based on HR and metabolic equivalents (METs). For game experience, SVG-KF (1.6 ± 1.6) was less challenging than BS (3.3 ± 1.0) and TOF (3.1 ± 1.1). BS was more visually satisfying (3.5 ± 0.7 vs 2.7 ± 0.9) and required more concentration than SVG-KF (3.6 ± 0.7 vs 3.1 ± 1.1). TOF (3.4 ± 0.8) was more fun than SVG-KF (2.8 ± 0.7). Two youths (7%) experienced cybersickness symptoms, but neither requested to stop play. Oculomotor symptoms (0.6 ± 0.9), although minimal, were significantly greater than nausea (0.2 ± 0.5) and disorientation (0.3 ± 0.6) in both games. Conclusions: VR exergames provided light- to moderate-intensity exercise, challenge, visual stimulation, attention, and fun with minimal cybersickness symptoms, compared with conventional gameplay in youth.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    使用虚拟现实(VR)进行肌营养不良(MD)康复有望成为一种新颖的治疗方法,有可能增强运动学习,功能结果,和整体生活质量。本系统综述主要旨在提供有关VR在支持MD康复中的应用的当前理解的全面总结。在PubMed中进行了系统的搜索,Scopus,科克伦图书馆,和WebofScience来识别相关文章。纳入标准包括涉及接受VR干预的被诊断为MD的个体的研究。主要关注评估功能改进。使用物理治疗证据数据库(PEDro)量表评估研究的方法学质量。七项研究,涉及440名Duchenne肌营养不良(DMD)患者,包括在审查中。在这些研究中,六个主要探索了VR的运动学习潜力,而一项研究调查了VR训练对功能能力的影响。总之,定性综合支持基于VR的干预对运动学习的潜在积极影响,性能改进,以及DMD患者的功能结果。然而,目前的使用主要集中在评估潜在的机制效益,这表明扩大临床应用以利用他们对MD患者的治疗潜力的重要性。
    Using virtual reality (VR) for Muscular Dystrophy (MD) rehabilitation promises to be a novel therapeutic approach, potentially enhancing motor learning, functional outcomes, and overall quality of life. This systematic review primarily aimed to provide a comprehensive summary of the current understanding regarding the application of VR in supporting MD rehabilitation. A systematic search was performed in PubMed, Scopus, Cochrane Library, and Web of Science to identify relevant articles. The inclusion criteria encompassed studies involving individuals diagnosed with MD who underwent VR interventions, with a primary focus on assessing functional improvement. Methodological quality of the studies was assessed by using the Physiotherapy Evidence Database (PEDro) scale. Seven studies, involving 440 individuals with Duchenne Muscular Dystrophy (DMD), were included in the review. Among these studies, six primarily explored the motor learning potential of VR, while one study investigated the impact of VR training on functional abilities. In conclusion, the qualitative synthesis supports VR-based interventions\' potential positive effects on motor learning, performance improvement, and functional outcomes in individuals with DMD. However, current usage mainly focuses on assessing the potential mechanisms\' benefits, suggesting the importance of expanding clinical adoption to harness their therapeutic potential for MD patients.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    运动对健康有益,但可引起氧化应激和炎症,特别是在高强度形式,如高强度间歇运动(IIIE)。Exragaming已经成为一种有效的,适合所有年龄段的健身工具,尤其是老年人。酶补充剂可以通过改善乳酸代谢和减少氧化应激来增强运动表现。
    这项研究调查了水果和蔬菜酶补充剂在调节HIIE后老年人的疲劳和增强有氧能力方面的功效。
    该研究招募了16名年龄较大的成年女性参与者,并根据他们的预测乳酸水平将他们分为2个不同的组(酶和安慰剂)。这种划分使用成对分组来保证组之间的可比性,确保结果的完整性。他们使用任天堂SwitchRingFitAdventure从事HIIE,进行8组20秒的最大努力运动,穿插30秒的休息,总共370秒的锻炼。评估的关键指标包括血乳酸水平,心率,感知努力的评级,和训练冲动。酶组的参与者在14天内每天两次以30mL的剂量给予水果和蔬菜酶补充剂。
    与安慰剂组相比,酶组血乳酸水平明显降低,特别是在第四次(平均4.29,SD0.67与平均6.34,SD1.17mmol/L;P=.001)和第八次(平均5.84,SD0.63与平均8.20,SD1.15mmol/L;P<.001)运动之后。这种趋势在运动后5分钟(平均6.85,SD0.82与平均8.60,SD1.13mmol/L;P=.003)和10分钟(平均5.91,SD1.16与平均8.21,SD1.27mmol/L;P=.002)持续。尽管两组在运动过程中都超过了其估计最大心率的85%,补充酶没有明显影响感知的强度或努力。
    该研究表明,水果和蔬菜酶补充剂可以通过运动游戏显着降低HIIE后老年人的血乳酸水平。这表明这些酶在调节高强度运动期间和之后的乳酸产生或清除中的潜在作用。这些发现对制定有针对性的干预措施以增强老年人的运动耐量和康复具有重要意义。
    UNASSIGNED: Exercise offers substantial health benefits but can induce oxidative stress and inflammation, especially in high-intensity formats such as high-intensity interval exercise (HIIE). Exergaming has become an effective, enjoyable fitness tool for all ages, particularly older adults. Enzyme supplements may enhance exercise performance by improving lactate metabolism and reducing oxidative stress.
    UNASSIGNED: This study investigates the efficacy of fruit and vegetable enzyme supplementation in modulating fatigue and enhancing aerobic capacity in older adults following HIIE through exergaming.
    UNASSIGNED: The study recruited 16 older adult female participants and allocated them into 2 distinct groups (enzyme and placebo) based on their pretest lactate levels. This division used pairwise grouping to guarantee comparability between the groups, ensuring the integrity of the results. They engaged in HIIE using Nintendo Switch Ring Fit Adventure, performing 8 sets of 20 seconds of maximum effort exercise interspersed with 30 seconds of rest, totaling 370 seconds of exercise. Key metrics assessed included blood lactate levels, heart rate, rating of perceived exertion, and training impulse. Participants in the enzyme group were administered a fruit and vegetable enzyme supplement at a dosage of 30 mL twice daily over a period of 14 days.
    UNASSIGNED: The enzyme group showed significantly lower blood lactate levels compared to the placebo group, notably after the fourth (mean 4.29, SD 0.67 vs mean 6.34, SD 1.17 mmol/L; P=.001) and eighth (mean 5.84, SD 0.63 vs mean 8.20, SD 1.15 mmol/L; P<.001) exercise sessions. This trend continued at 5 minutes (mean 6.85, SD 0.82 vs mean 8.60, SD 1.13 mmol/L; P=.003) and 10 minutes (mean 5.91, SD 1.16 vs mean 8.21, SD 1.27 mmol/L; P=.002) after exercise. Although both groups exceeded 85% of their estimated maximum heart rate during the exercise, enzyme supplementation did not markedly affect the perceived intensity or effort.
    UNASSIGNED: The study indicates that fruit and vegetable enzyme supplementation can significantly reduce blood lactate levels in older adults following HIIE through exergaming. This suggests a potential role for these enzymes in modulating lactate production or clearance during and after high-intensity exercise. These findings have implications for developing targeted interventions to enhance exercise tolerance and recovery in older adults.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    要了解对基于家庭的移动跟踪视频游戏(BootleBlast)的期望和需求,哥斯达黎加脑瘫(CP)儿童的上肢(UL)康复。
    数据是通过电话筛查(需求)和孩子父母放大访谈(期望)收集的。描述性统计和数据转换用于按需报告成功标准(即,招聘率,有一个合适的屏幕和空间来玩,设定每周比赛时间目标(PTG)≥45分钟,确定一个UL治疗目标)。在访谈数据的主题分析中,使用了用于协作定性分析的DEPICT模型。
    15个dyads参加(1.6±1个/月招募)。所有人都有一台平板电视在合适的位置播放,能够设定UL治疗目标,并建立每周45-120分钟的PTG。确定的主题是:1)社会文化因素增加了需求,2)希望的感觉占上风的干预,和3)协作目标设定支持对BootleBlast的现实期望。
    Dyads对实施拟议的视频游戏干预有积极而现实的期望。这项研究提供了关于剪裁以家庭为中心的见解,治疗游戏干预,以改善农村/偏远地区和中低收入国家CP儿童获得运动康复的机会。
    由于各种经济障碍,哥斯达黎加儿童获得上肢康复的机会有限,社会因素和家庭环境。哥斯达黎加患有脑瘫的儿童及其家人期望家庭治疗游戏能够适应他们的日常生活并符合他们的兴趣。家庭认为治疗游戏干预是一条有希望的获取途径,参与,在家享受上肢运动治疗。
    UNASSIGNED: To understand the expectations and demand for a movement-tracking videogame (Bootle Blast) for home-based, upper limb (UL) rehabilitation among Costa Rican children with cerebral palsy (CP).
    UNASSIGNED: Data were collected via telephone screening (demand) and child-parent dyads Zoom interviews (expectations). Descriptive statistics and data transformation were used to report on demand success criteria (i.e., recruitment rate, having an appropriate screen and space to play, setting a weekly play time goal (PTG) ≥45 min, identifying one UL therapy goal). The DEPICT model for collaborative qualitative analysis was used in the thematic analysis of interview data.
    UNASSIGNED: Fifteen dyads participated (1.6 ± 1 recruited/month). All had a flat-screen TV in a suitable location to play, were able to set a UL therapy goal, and established PTGs ranging from 45-120 min per week. Identified themes were: 1) Socio-cultural factors heighten demand, 2) Feelings of hope prevail for the intervention, and 3) Collaborative goal setting supports realistic expectations for Bootle Blast.
    UNASSIGNED: Dyads had positive and realistic expectations about implementing the proposed videogaming intervention. This study provides insights on tailoring a family-centered, therapy gaming intervention to improve access to motor rehabilitation for children with CP in rural/remote settings and low-middle income countries.
    Costa Rican children have limited access to upper limb rehabilitation due to a combination of economic barriers, societal factors and the family context.Costa Rican children with cerebral palsy and their families expected home-based therapy gaming to be adaptable to their routines and aligned with their interests.Families perceived therapy gaming interventions as a promising path to access, participation, and enjoyment of at home upper limb motor therapy.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    为了确定沉浸式虚拟现实使用对高强度自我调节运动任务完成时间的影响,以及相关的心理变量。健康的未经训练的成年人(N=21;10名男性/11名女性;年龄=22.9±7.2岁;BMI=24.0±4.5kg/m2)在划船测功机上以平衡和随机顺序完成了1500米的运动,使用和不使用耳机提供的虚拟现实健身计划。心率,感知努力的评级,情感效价,每300米收集一次注意力集中,除了完成时间。酌情用重复措施分析数据。根据心率结果(>77%最大心率),两次运动的强度被认为是剧烈的。控制条件下的完成时间(449.57±82.39s)比虚拟现实条件下的完成时间(463.00±91.78s)快,p=.007。与控制条件相比,虚拟现实条件的特点是更多的外部注意力集中(52.38±18.22vs.38.76±17.81,p<.001)。由于条件的原因,未观察到剩余变量的差异(全部p>.05)。当在自我调节的剧烈运动任务中使用耳机提供的VR程序时,参与者比对照组慢13.6秒(~3%).通过VR的使用,注意力被操纵得更外向,这可能最终分散了锻炼目标的注意力。讨论了为给定的锻炼任务选择适当的虚拟现实体验的建议。
    To determine the effect of immersive virtual reality use on finishing time of a vigorous-intensity self-regulated exercise task, and on relevant psychological variables. Healthy untrained adults (N = 21; 10 men/11 women; age = 22.9 ± 7.2 years; BMI = 24.0 ± 4.5 kg/m2) completed 1500-m exercise bouts on a rowing ergometer in a counterbalanced and randomized order, with and without use of a headset-delivered virtual reality fitness program. Heart rate, rating of perceived exertion, affective valence, and attentional focus were collected every 300 m, in addition to finishing time. Data were analyzed with repeated measures as appropriate. Intensity of both exercise bouts was considered vigorous according to heart rate results (>77% maximal heart rate). Finishing time was faster in the control condition (449.57 ± 82.39 s) than in the virtual reality condition (463.00 ± 91.78 s), p = .007. Compared to the control condition, the virtual reality condition was characterized by a more external attentional focus (52.38 ± 18.22 vs. 38.76 ± 17.81, p < .001). No differences were observed for remaining variables as a result of condition (p > .05 for all). When a headset-delivered VR program was used during a self-regulated vigorous-intensity exercise task, participants were 13.6 seconds (~3%) slower than in a control condition. Attentional focus was manipulated to be more external with VR use, which may have ultimately distracted from the exercise objective. Recommendations for selecting an appropriate virtual reality experience for a given exercise task are discussed.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:在一般的基于运动游戏的训练或运动认知训练中,迷走神经介导的心率变异性(vm-HRV)有望作为内部训练负荷(ITL)的生物标志物。这项研究评估了健康老年人(HOA)在运动中vm-HRV的重测可靠性及其监测ITL的有效性。
    方法:进行受试者内(重复测量)随机研究,包括基线评估和4次测量。参与者在3个标准化级别的外部任务需求(即,\"easy\",“具有挑战性”,和“过度”)以随机顺序90秒。根据重复测量的方差分析(ANOVA)评估重测可靠性,类内相关系数(ICC3,1),测量标准误差(SEM),和最小的可检测差异(SDD)。通过在ANOVA中检查游戏级别对vm-HRV的影响来确定有效性。
    结果:43名HOA(67.0±7.0岁;58.1%的女性(25名女性,18名男性);包括体重指数=23.7±3.0kg·m-2)。平均R-R时间间隔(mRR)和副交感神经系统音调指数(PNS-Index)表现出良好的相对重测可靠性,没有系统误差。MRR的平均SEM%和SDD%分别为36.4%和100.7%,PNS指数为44.6%和123.7%,分别。在外部任务需求的标准化水平之间观察到mRR和PNS指数的显着差异,效应大小大多较大(平均r=0.847)。无论训练的神经认知域的类型如何,以及在保持物理强度恒定的情况下仅操纵运动和认知需求时,这些结果都会持续存在。其余的vm-HRV参数表现出不一致或较差的信度和效度。
    结论:只有mRR和PNS-Index证明了可靠的测量,并在组水平的运动期间作为ITL的有效生物标志物。尽管如此,大SEM的存在阻碍了个体随时间变化的检测,并表明这些测量在个体水平上的精度不足.未来的研究应该进一步调查vm-HRV的信度和效度,特别关注比较不同的测量方法和运动条件,特别关注超短期HRV测量,并调查潜在的影响(即,优于ITL的其他标志物或监测策略?)使用vm-HRV作为ITL的生物标志物。
    BACKGROUND: Vagally-mediated heart rate variability (vm-HRV) shows promise as a biomarker of internal training load (ITL) during exergame-based training or motor-cognitive training in general. This study evaluated the test-retest reliability of vm-HRV during exergaming in healthy older adults (HOA) and its validity to monitor ITL.
    METHODS: A within-subjects (repeated-measures) randomized study was conducted that included baseline assessments and 4 measurement sessions. Participants played 5 exergames at 3 standardized levels of external task demands (i.e., \"easy\", \"challenging\", and \"excessive\") in random order for 90 s. Test-retest reliability was assessed on the basis of repeated-measures analyses of variance (ANOVA), intraclass correlation coefficients (ICC3,1), standard errors of measurement (SEM), and smallest detectable differences (SDD). Validity was determined by examining the effect of game level on vm-HRV in the ANOVA.
    RESULTS: Fourty-three HOA (67.0 ± 7.0 years; 58.1% females (25 females, 18 males); body mass index = 23.7 ± 3.0 kg·m-2) were included. Mean R-R time intervals (mRR) and parasympathetic nervous system tone index (PNS-Index) exhibited mostly good to excellent relative test-retest reliability with no systematic error. Mean SEM% and SDD% were 36.4% and 100.7% for mRR, and 44.6% and 123.7% for PNS-Index, respectively. Significant differences in mRR and PNS-Index were observed between standardized levels of external task demands, with mostly large effect sizes (mean r = 0.847). These results persisted irrespective of the type of neurocognitive domain trained and when only motoric and cognitive demands were manipulated while physical intensity was kept constant. The remaining vm-HRV parameters showed inconsistent or poor reliability and validity.
    CONCLUSIONS: Only mRR and PNS-Index demonstrated reliable measurement and served as valid biomarkers for ITL during exergaming at a group level. Nonetheless, the presence of large SEMs hampers the detection of individual changes over time and suggests insufficient precision of these measurements at the individual level. Future research should further investigate the reliability and validity of vm-HRV with a specific focus on comparing different measurement methodologies and exercise conditions, particularly focusing on ultra-short-term HRV measurements, and investigate the potential implications (i.e., superiority to other markers of ITL or monitoring strategies?) of using vm-HRV as a biomarker of ITL.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    Exergaming有可能通过游戏增加对锻炼的坚持,个性化培训,和(在线)远程监控。RealityDigitalTherapeutics(RealityDTx®)是用于增强现实(AR)眼镜的数字治疗软件平台,可实现专门为帕金森氏症(pwPD)患者设计的基于家庭的步态和平衡运动干预。
    主要目标是评估RealityDTx®AR运动干预改善步态的可行性和潜在功效,balance,和步行适应性跌倒风险指标。次要目标是评估AR眼镜的潜在优势[MagicLeap2(ML2)与HoloLens2(HL2)]。
    这项等待名单控制的临床可行性研究包括三次实验室访视(基线、干预前和干预后),家访,以及为期6周的AR运动干预。远程规定了五个互补的步态和平衡运动游戏(默认为五个会话/周,30分钟/会话),监控,和量身定制的。在安全性方面进行了可行性评估,坚持,和用户体验。在实验室访问期间,使用标准临床步态和平衡测试和高级步行适应性跌倒风险评估来评估步态和平衡能力.
    总共,24pwPD参加。据报道没有跌倒和四个附近跌倒。会话依从性为104%。RealityDTx®的用户体验问卷得分从高于平均水平到优秀不等,在明晰性和可靠性方面,HL2得分优于ML2。在计时和围棋测试中观察到了干预效果(尽管很小),五次坐以待毙,步行速度。步行适应性跌倒风险指标均改善了干预后。
    RealityDTx®是安全的,可附着的,可用,被广泛接受,以及pwPD的潜在有效干预。这些有希望的结果保证了未来的随机对照试验(成本)有效性的家庭为基础的AR运动干预措施,以改善步态,balance,跌倒风险。
    ClinicalTrials.gov,标识符NCT05605249。
    UNASSIGNED: Exergaming has the potential to increase adherence to exercise through play, individually tailored training, and (online) remote monitoring. Reality Digital Therapeutics (Reality DTx®) is a digital therapeutic software platform for augmented reality (AR) glasses that enables a home-based gait-and-balance exergaming intervention specifically designed for people with Parkinson\'s disease (pwPD).
    UNASSIGNED: The primary objective was to evaluate the feasibility and potential efficacy of Reality DTx® AR exergaming intervention for improving gait, balance, and walking-adaptability fall-risk indicators. The secondary objective was to evaluate the potential superiority of AR glasses [Magic Leap 2 (ML2) vs. HoloLens 2 (HL2)].
    UNASSIGNED: This waitlist-controlled clinical feasibility study comprised three laboratory visits (baseline; pre-intervention; and post-intervention), a home visit, and a 6-week AR exergaming intervention. Five complementary gait-and-balance exergames were remotely prescribed (default five sessions/week of 30 active minutes/session), monitored, and tailored. Feasibility was assessed in terms of safety, adherence, and user experience. During laboratory visits, gait-and-balance capacity was assessed using standard clinical gait-and-balance tests and advanced walking-adaptability fall-risk assessments.
    UNASSIGNED: In total, 24 pwPD participated. No falls and four near falls were reported. Session adherence was 104%. The User Experience Questionnaire scores for Reality DTx® ranged from above average to excellent, with superior scores for HL2 over ML2 for Perspicuity and Dependability. Intervention effects were observed for the Timed Up and Go test (albeit small), the Five Times Sit to Stand test, and walking speed. Walking-adaptability fall-risk indicators all improved post-intervention.
    UNASSIGNED: Reality DTx® is a safe, adherable, usable, well-accepted, and potentially effective intervention in pwPD. These promising results warrant future randomized controlled trials on the (cost-)effectiveness of home-based AR exergaming interventions for improving gait, balance, and fall risk.
    UNASSIGNED: ClinicalTrials.gov, identifier NCT05605249.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

公众号