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BACKGROUND: It appears that active video games (AVGs) and training apps that allow for physical activity (PA) in immersive virtual reality (VR) may be useful for sports, health-enhancing PA, and physical education (PE). Therefore, research is needed to identify their potential. OBJECTIVE: The study aimed to evaluate the intensity and attractiveness of exercise during table tennis (TT) training in VR in arcade and simulation modes and to assess the potential for using such exercises in health-enhancing PA, sport, and PE. METHODS: The research used the Racket Fury: Table Tennis VR. Exercise intensity during TT training in VR was evaluated by heart rate (HR) monitoring and rating of perceived exertion (RPE 6-20). The effectiveness of short-term TT training in VR was estimated based on the user's performance in playing against an opponent with artificial intelligence (AI), satisfaction with playing TT was measured using the Physical Activity Enjoyment Scale (PACES), and the potential usefulness of the tested app in PA, sport, and PE was assessed based on a questionnaire for participating PE teachers (30 participants). RESULTS: PA intensity during TT training in VR expressed as a percentage of maximum heart rate (HRmax) was moderate but was significantly (p < 0.001; d=-0.830) higher in the easier arcade mode (69.50 ± 12.58%HRmax) than in the simulation mode (64.10 ± 9.67%HRmax). Despite the greater fatigue of respondents, user satisfaction was significantly higher in arcade mode. Users' performance when playing with AI was significantly better after 20 min of training in VR than before training. PE teachers recognize the great potential of the app. CONCLUSIONS: The application tested is characterized by a beneficial PA intensity, with its level depending on the game mode. Facilitating strokes during a game of virtual TT promotes increased intensity of exercise and increased enjoyment of the PA. Short-term TT training in VR improves playing skills in a virtual environment. PE teachers spoke highly of the app and recognized the potential for using VR technology in PA, sports, and school PE.
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Background: One of the main contemporary forms of physical activity (PA) involves exercises and games in an immersive virtual reality (VR) environment, which allows the user to practice various forms of PA in a small space. Unfortunately, most of the currently available VR games and workout applications are mostly based on upper body movements, especially the arms, which do not guarantee sufficiently high exercise intensity and health benefits. Therefore, it is worth seeking solutions to help increase the exercise load during PA in VR. Objective: The main aim of this study was to evaluate the effect of elastic arm resistance in the form of latex resistance bands of different elasticity levels on the intensity of students' PA while playing the BoxVR game. We further assessed the satisfaction of this form of exercise and its associations with PA intensity. Methods: A total of 21 healthy and physically fit men (mean age 22.5, SD 2.0 years) were included in the study. The tests consisted of 3 10-minute games. One game was run with no load and the other two were run with 1.5-meter latex resistance bands (low and high resistance). The order of the tests was randomized and the participants rested for 20 minutes after each exercise. Exercise intensity was estimated using objective (heart rate monitoring) and subjective (Borg scale) methods. The Physical Activity Enjoyment Scale was used to assess satisfaction with the PA. The effect of elastic resistance on exercise intensity and user enjoyment was estimated using ANOVA for repeated measures. Results: The ANOVA results indicated that incorporation of elastic resistance caused a significant change (F2,40=20.235, P<.001; η²p=0.503) in the intensity of PA in VR, which was low while playing without resistance and then increased to a moderate level with additional resistance. The use of elastic bands also changed participants' perceptions of the enjoyment of exercise in VR (F2,40=9.259, P<.001; η²p=0.316). The students rated their satisfaction with PA in VR on a 7-point scale highly and similarly when exercising without an upper limb load (mean 6.19, SD 0.61) and with slight elastic resistance (mean 6.17, SD 0.66), whereas their satisfaction declined significantly (mean 5.66, SD 0.94) when incorporating a higher load. Conclusions: The intensity of PA among students playing the BoxVR game is at a relatively low level. With the added resistance of elastic bands attached to the upper limbs, the intensity of the exercise increased to a moderate level, as recommended for obtaining health benefits. Participants rated the enjoyment of PA in VR highly. The use of slight elastic resistance did not negatively affect satisfaction with the BoxVR game, although user satisfaction declined with a higher load. Further research should be undertaken to increase the effectiveness of exercise in VR so that regular users can enjoy the health benefits.
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BACKGROUND: Over the last few years, there has been a growing interest in workout apps and active virtual reality video games (AVRGs), which provide entertainment and enable users to undertake various forms of physical activity (PA) at home. Presumably, these types of exercises can be particularly useful for people with physical disabilities, who experience problems with access to sports and leisure facilities due to architectural and communication barriers. However, it is interesting whether the intensity of PA in VR is high enough to provide users with health benefits, as it is mainly based on arm movements. OBJECTIVE: The main aim of the study was to evaluate the intensity of physical exercise of wheelchair boxers during a boxing training session using the FitXR app in immersive VR in light of health-related PA recommendations. The effect of Velcro-fastened hand-held weights (HHWs) on the intensity of PA undertaken by people in VR was also examined, and the attractiveness of virtual exercise were assessed in the opinion of users. METHODS: PA intensity was evaluated using a heart rate monitor based on the percentage of maximal heart rate (% HRmax) and the Borg's rating of perceived exertion (RPE 6-20). The attractiveness perceived during exercise by users were evaluated using the Physical Activity Enjoyment Scale (PACES 1-7 scale). RESULTS: The study shows that the exercise intensity of the athletes during wheelchair boxing training in VR is at a beneficial moderate level for health (HRave=68.98% HRmax). The use of HHWs (0.5 kg) does not significantly increase the PA intensity of the individuals during virtual exercise. Users with disabilities highly rated the attractiveness (6.32 ± 0.79 points) of PA during virtual boxing training. CONCLUSIONS: Boxing exercises in VR can be an attractive and health-related form of PA for wheelchair boxers and a supplement to their conventional training.
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BACKGROUND: The aim of this study was to examine the relationship between ego-resiliency and the intensity of health behaviors among Polish health sciences students. METHODS: The study involved 483 students from health-related faculties in southern Poland, consisting of 314 women (63.7%) and 179 men (36.3%). The average age of the participants was 21.7 ± 2.5 years. To assess resiliency (ER), the Ego-Resiliency Scale (ER89-R12) by Block and Kremen was used in its Polish adaptation. The intensity of health behaviors was examined using the Health Behavior Inventory (HBI) developed by Z. Juczynski. RESULTS: The results revealed a positive correlation between the intensity of health behaviors and ER (r = 0.43, p < 0.001), both for the general factor and its categories (positive mental attitude, proper eating habits, preventive actions, and prohealth activities). Students with a high level of health behaviors exhibited significantly higher ER (M = 38.95, SD = 5.15) compared to those with average (M = 35.93, SD = 5.03) and low (M = 32.97, SD = 5.12) HBI levels. Among the HBI categories, Positive Mental Attitude showed the strongest correlation with both general ER and its factors: optimal regulation (OR) and openness to life experiences (OL). Furthermore, the correlation was found to be stronger with the OR and weaker with OL. CONCLUSION: Higher ER in students is correlated with a greater frequency of health behaviors. Nurturing the development of ER may contribute to the maintenance of prohealth practices despite life difficulties and temporary loss of motivation. This, in turn, promotes the regularity of health behaviors, which is crucial for their positive impact on overall health.
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Resiliência Psicológica , Masculino , Humanos , Feminino , Adulto Jovem , Adulto , Estudos Transversais , Polônia , Ego , Comportamentos Relacionados com a Saúde , EstudantesRESUMO
BACKGROUND: As the state of satisfaction and flow involved in the physical activity (PA) determines future training commitment, it is undoubtedly very important to study the factors influencing the attractiveness of PA. One of such factors is the usage of virtual reality (VR) technology which creates opportunities for its users to practice various forms of PA in a altered way. It is interesting whether PA practiced in a virtual environment can offer higher levels of satisfaction and flow comparing with PA practiced in the real world. Positive answer to this question support the statement that the use of such technology could contribute to the future commitment in PA. Therefore, in order to find out whether PA in VR can be an attractive alternative towards the PA in a real world, the research should be undertaken to verify if the state of satisfaction and flow involved in the practising certain PA in the VR environment could be higher comparing to the levels of pleasure and flow connected with the same PA carried out in the real world. OBJECTIVE: The main objective of the study was to assess the level of satisfaction and flow experienced by healthy adults during various cycling conditions: real life (RL), non-immersive and immersive virtual reality (nIVR and IVR). Additionally, questionnaires for assessing satisfaction with PA and flow in RL and VR were also validated in terms of their measurement reliability. The correlation of the results obtained during tests using both measurement tools was also assessed. METHODS: Forty students were studied, including 20 women (age 22.35 ± 2.32 years) and 20 men (age 22.95 ± 2.19 years). The Physical Activity Enjoyment Scale (PACES) was used to evaluate the enjoyment of cycling. Flow state was assessed using The Flow State Scale (FSS). RESULTS: Based on Friedman's analysis of variance regarding the results obtained for all the respondents, it can be concluded that the conditions of cycling significantly affect their level of satisfaction (χ2 = 85.61(40;3); p < 0.001) and flow (χ2 = 40.52(40;3); p < 0.001). The research participants rated cycling the highest in IVR. Based on the calculated Cronbach's alpha coefficients, high measurement reliability of the questionnaires used in nIVR (PACES, α = 0.94; FFS-2, α = 0.86) and IVR (PACES, α = 0.89; FFS-2, α = 0.91). There was also a significant positive moderate correlation between PA satisfaction and user flow. CONCLUSIONS: The research is the first attempt to directly compare the sense of satisfaction and flow when practicing cycling in RL and in nIVR and IVR. The greater attractiveness and higher level of flow during PA in IVR compared to a similar traditional form of PA in RL, found on the basis of the conducted research, should prompt reflection by both those involved in planning and promoting PA, as well as the creators of active video games (AVGs). Due to the great attractiveness of PA in IVR and the constant, dynamic development of immersive information technologies, virtual training may, in the near future, become not only an important supplement to conventional forms of exercise, but perhaps even an alternative solution.
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BACKGROUND: The aim of this study was to analyse prevalence exercise dependence among practicing martial arts and combat sports. METHODS: There were 166 respondents. The Exercise Dependence Scale-EDS was used. RESULTS: The martial arts practitioners obtained a lower result in the 'intention effects' (p < 0.05; η2 = 0.03), 'continuance' (p = 0.04; η2 = 0.03), 'lack of control' (p < 0.05; η2 = 0.03), 'reduction in other activities' (p = 0.04; η2 = 0.03), and 'total score' (p = 0.04; η2 = 0.03) than the combat sports athletes. Both the respondents with a high training rank (p < 0.05) and subjects with above 5 years of training experience (p = 0.03; η2 = 0.03) achieved the higher mean in the 'time' subscale. Women obtained lower results in the case of 'tolerance' (p = 0.04; η2 = 0.04). The regression coefficient indicates that the higher respondent's age, the lower total score she/he will achieve in the EDS. CONCLUSIONS: The findings have practical implications for identifying subjects 'at-risk for exercise dependence' symptoms, and may aid coaches and individuals in the implementation of a prevention program, to seek suitable support.
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Artes Marciais , Humanos , Feminino , Exercício Físico , Atletas , PrevalênciaRESUMO
BACKGROUND: In recent years, there has been a growing interest in active virtual reality games (AVRGs) that provide entertainment and encourage more physical activity (PA). Since playing AVRGs involves primarily arm movements, the intensity of this form of PA may not be sufficient for health benefits. Therefore, it is worth looking for virtual entertainment solutions that are comfortable for users and at the same time increase physical exercise. OBJECTIVE: The main objective of this study was to evaluate the effect of external loading of the arms in the form of handheld weights (HHWs) on exercise intensity in users playing a popular AVRG. The results obtained in the study were compared with the PA recommendations for health. The study also assessed the perceptions of the users about the attractiveness and usefulness of this type of exercise and discomfort caused by additional load on the arms. METHODS: The study covered 17 young adults aged 18 to 25 years playing an AVRG (Beat Saber) with no arm load and with HHWs (0.5 kg). A PlayStation 4 PRO console (Sony) with accessories including a head-mounted display and controllers was used in the study. PA intensity was evaluated using a heart rate monitor based on the percentage of maximal heart rate (% HRmax). The usability, attractiveness, and comfort perceived during exercise by users were evaluated using a survey questionnaire. RESULTS: The measurements showed that the mean % HRmax in participants playing Beat Saber without HHWs was significantly lower (P<.001; Cohen d=1.07) than that observed when playing with HHWs. It should be emphasized that with no additional load, the intensity of PA was low (mean 63.7% HRmax, SD 9.3% HRmax), while with the upper limb load, it increased to a moderate level (mean 67.1% HRmax, SD 10.3% HRmax), which is recommended for health benefits. The survey conducted in the study showed that HHWs (0.5 kg) attached to the wrists did not disturb Beat Saber players. CONCLUSIONS: Since PA in most of the modern AVRGs primarily involves upper limb movements, the use of HHW seems to be a simple and effective way to increase exercise intensity, especially because, as reported by the study participants, such a procedure does not cause discomfort while using the application.
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Immersive virtual reality (VR) is increasingly applied in various areas of life. The potential of this technology has also been noticed in recreational physical activity and sports. It appears that a virtual environment can also be used in diagnosing certain psychomotor abilities. The main aim of this study consisted of assessing the relevance and reliability of VR-implemented tests of simple and complex reaction time (RT) performed by mixed martial arts (MMA) fighters. Thirty-two professional MMA fighters were tested. The original test developed in the virtual environment was applied for RT assessment. The fighters' task consisted of reacting to the lighting up of a virtual disc situated in front of them by pushing a controller button. The relevance of the test task was estimated by juxtaposing the obtained results with the classic computer test used for measuring simple and complex reactions, while its reliability was assessed with the intraclass correlation procedure. Significant relationships found between the results of VR-implemented tests and computer-based tests confirmed the relevance of the new tool for the assessment of simple and complex RT. In the context of their reliability, RT tests in VR do not differ from tests conducted with the use of standard computer-based tools. VR technology enables the creation of tools that are useful in diagnosing psychomotor abilities. Reaction time tests performed by MMA fighters with the use of VR can be considered relevant, and their reliability is similar to the reliability obtained in computer-based tests.
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Artes Marciais , Realidade Virtual , Tempo de Reação , Reprodutibilidade dos TestesRESUMO
The aim of this study was to evaluate the relationship between the intensity of health behaviors and health-related quality of life in female mid-level medical staff. The study group consisted of 153 female mid-level medical staff members. The intensity of health behaviors was examined with the Polish version of Health Behavior Inventory. Health-related quality of life was verified with the Short Form Health Survey questionnaire (SF 36v2). Among the participants, 33% had low, 39% average, and 28% high intensity of health behaviors. The mental component of health-related quality of life was rated higher (83.3 ± 15.3 points) compared to the physical one. The lowest health-related quality of life was observed in the domain of "bodily pain", while the highest was found for the domain of "social functioning". Both the physical and mental components of health-related quality of life were significantly positively correlated with health behavior prevalence in all its categories. The post-hoc tests revealed the variation in physical and mental components of HRQoL according to the level of health behavior intensity.
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Comportamentos Relacionados com a Saúde , Qualidade de Vida , Feminino , Nível de Saúde , Inquéritos Epidemiológicos , Humanos , Corpo Clínico , Inquéritos e QuestionáriosRESUMO
The main aim of this manuscript was to present a preliminary verification of the relations between the Dark Triad of personality traits and health-oriented behaviors in university students. The study involved 143 healthy students (94 female and 49 male) from the Silesian Voivodeship (Poland). The diagnosis of the elements of the Dark Triad of personality was carried out using a psychological examination based on the following tests: TriPM-41, Mach IV, NPI. The intensity of the health behaviors was examined using the Health Behavior Inventory developed by Z. Juczynski. The Health Behavior Inventory is positively correlated with narcissism and its self-sufficiency component and negatively with psychopathic disinhibition. For the Health Behavior Inventory's subscales, a positive relationship was observed between Positive Mental Attitude and narcissism, most of its components, and psychopathic boldness. The analysis of correlations with the division of the subjects into the Dark Triad traits ≤Me and >Me revealed that a significant positive correlation between the general intensity of the health behaviors and the intensity of narcissism mainly concerns university students with a lower level of this trait and its components. Therefore, it can be presumed that narcissism, although considered as a socially aversive trait, is associated with pro-health behaviors.
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Transtorno da Personalidade Antissocial , Maquiavelismo , Feminino , Comportamentos Relacionados com a Saúde , Humanos , Masculino , Personalidade , PolôniaRESUMO
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
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Exercício Físico/psicologia , Obesidade/prevenção & controle , Jogos de Vídeo/psicologia , Realidade Virtual , Criança , Humanos , Projetos PilotoRESUMO
INTRODUCTION AND OBJECTIVE: Weekly physical activity (PA) in adolescents is significantly correlated with the educational programme and school environment, where the basis of healthy work habits and a healthy lifestyle is laid. The aim of the study was to identify the differences in the trend and the structure of the weekly step count in adolescent boys and girls in the context of the Polish school environment. MATERIAL AND METHODS: A total of 930 boys and 1,354 girls aged 15-19 years from 64 secondary schools in the Katowice region participated. The research was conducted between 2011-2018. For the objective monitoring of weekly PA, Yamax Digiwalker SW-700 pedometers were used. RESULTS: Between 2011-2014 and 2015-2018, no significant differences were observed in step counts on an average week day, school day, or weekend day. This means that the level of PA, expressed as daily step count, did not decrease between the two 4-year periods. On average, boys performed 10,799 steps/day, while girls performed 10,130 steps/day. The recommendation of 11,000 steps/day was achieved by 42.2% of boys and 35.3% of girls. A significant decrease by 8.6 percentage points in the achievement of 11,000 steps/day between the two 4-year periods was observed only in boys. CONCLUSIONS: It is positive that in the 8-year monitoring of PA, there was no significant decrease in the average steps/day for Polish boys and girls. However, most boys and girls did not meet the 11,000 steps/day recommendation. Both boys and girls were most physically active on Friday and least physically active on Sunday.
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Exercício Físico , Estudantes/estatística & dados numéricos , Adolescente , Fatores Etários , Feminino , Humanos , Masculino , Polônia , Instituições Acadêmicas , Fatores SexuaisRESUMO
PURPOSE: Analysis of human gait as well as diagnosis of human locomotion organ should always be conducted with velocity of gait equal to Preferred Walking Speed (PWS). The literature review shows that the PWS value is not the same in real and virtual environment. The aim of this study was to determine PWS values in both environments and to specify values of parameters used in equations enabling PWS calculations on the basis of lower limb length. METHODS: Research-related tests involved 40 subjects walking on the treadmill and wearing HMD goggles. The spatial scenery made participants feel like during a walk in the park. The tests included measurements of displacements of the COP, allowing for the calculation of the Lyapunov exponent and Floquet Multiplier. Both coefficients were used to identify stability at various gait velocities. RESULTS: The analysis revealed that the PWS in relation to gait on the treadmill with VR was lower than the PWS without VR. The final stage of research involved the determination of new values of coefficients of the formula enabling the identification of the velocity of comfort of gait in VR. CONCLUSIONS: Obtained results proved that PWS in real and virtual environment are different. The lower values were obtained for measurements in VR. On the basis of these results, value of the "a" coefficient, used in PWS calculations on the basis of lower limb length, was re-determined. The new value makes it possible to assess PWS for gait conducted on treadmill in virtual environment, what can be very important in gait evaluation.
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Marcha/fisiologia , Realidade Virtual , Velocidade de Caminhada/fisiologia , Feminino , Humanos , Imageamento Tridimensional , Masculino , Adulto JovemRESUMO
PURPOSE: The purpose of this study was to assess the relationship between objectively measured physical activity and perceived work ability and musculoskeletal disorders among adult, middle-aged, and older women. PATIENTS AND METHODS: This study used a cross-sectional design with a convenience sample of 348 women divided into 3 age groups: 30-49 years (n=111), 50-65 years (n=120), 66-75 years (n=117). Weekly physical activity was monitored using tri-axial accelerometer ActiGraph Gt3X. Perceived work ability was assessed using the standardized Work Ability Index (WAI) questionnaire. Information about the occurrence and intensity of musculoskeletal disorders was collected using standardized Nordic Musculoskeletal Questionnaire (NMQ) expanded by visual analog pain intensity scale (VAS). RESULTS: Regardless of age, women who met physical activity recommendations achieved higher scores in each part of the WAI, and also in the total WAI scores. However, the most significant differences were found in women aged 50-64 years, and included the following items: subjective work ability, work ability in relation to demands, work impairments, sick leave in the past year. Total WAI scores were also significantly higher in women aged 30-49 and 50-64 years who met PA recommendations in comparison to women who did not meet recommendations. Also, significant relations between the frequency of occurrence of musculoskeletal problems and meeting physical activity recommendations were found in women aged 50-64 years. Those who were more physically active reported less musculoskeletal problems in shoulders (p=0.006) and ankles/feet (p=0.018) regions. CONCLUSION: Adherence to Global Recommendations on Physical Activity for Health disseminated by WHO is related to better-perceived work ability among adult (30-49 years) and middle-aged (50-64 years) women. There is also a relationship between adherence to recommendations of physical activity and frequency and intensity of musculoskeletal pain among middle-aged women.
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Exercício Físico/fisiologia , Comportamentos Relacionados com a Saúde , Doenças Musculoesqueléticas/prevenção & controle , Saúde da Mulher/estatística & dados numéricos , Avaliação da Capacidade de Trabalho , Adulto , Fatores Etários , Idoso , Estudos Transversais , Feminino , Humanos , Pessoa de Meia-Idade , Dor Musculoesquelética/prevenção & controle , Comportamento Sedentário , Inquéritos e Questionários , Capacidade Vital/fisiologiaRESUMO
The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi-immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes' training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well-designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment.
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The aim of the study is to assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 51 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-min sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was high (Omni 5.74 points, Icaros 5.60 points on a 1-7 Likert scale) and differed significantly in favor of PA on Omni. In the opinion of the majority of participants, AVGs in IVR on the tested devices constitute a sufficiently useful form of PA to meet the needs of leisure time activities, and they can even replace some forms of physical effort performed in a classic way. The intensity of PA during games on training devices was at the level recommended for health benefits for 80.55% (Omni) and 50.77% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.
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Exercício Físico , Jogos de Vídeo , Realidade Virtual , Adolescente , Adulto , Exercício Físico/psicologia , Feminino , Humanos , Masculino , Prazer , Jogos de Vídeo/psicologia , Adulto JovemRESUMO
BACKGROUND AND OBJECTIVES: Virtual reality (VR) is increasingly often finding applications in physiotherapy and health promotion. Recent years have seen the use of advanced technologies in the promotion of physical activity (PA) in society. New simulators, e.g., treadmills, enable the performance of PA (e.g., locomotive movements) in VR (artificially created virtual world). The question of how such movements are similar to natural forms of human locomotion (march, run) inspired the comparative analysis of physiological gait and gait in VR on a multidirectional Omni treadmill. MATERIALS AND METHODS: The tests involved the use of the BTS Smart system for the triplanar analysis of motion. The test involved 10 healthy females aged 20-24 (weight: 52 ± 3.1 kg, height 162 ± 5.4 cm). Measurements were performed at two stages. The first stage involved the standard assessment of physiological gait, whereas the second was focused on gait forced by the Omni treadmill. The following gait parameters were analyzed: Flexion-extension in the ankle, knee joint and hip joint, rotation in the hip joint and knee joint, foot progression, adduction-abduction in the knee joint and hip joint, pelvic obliquity, pelvic tilt, pelvic rotation as well as energy expenditure and the movement of the body center of mass. RESULTS: The analysis of the test results revealed the existence of differences in the kinematics of physical gait and gait on the treadmill. The greatest differences were recorded in relation to the dorsal-plantar flexion in the ankle, the foot progression, the rotation of the knee joint, pelvic tilt and rotation. In addition, the gait on the treadmill is characterized by the longer duration of the stance phase and reduced ranges of the following movements: Flexion-extension in the ankle, knee joint and hip joint, adduction-abduction in the hip joint as well as rotation in the ankle and hip joint. The values of potential, kinetic and total energy recorded in relation to forced gait are significantly lower than those of physiological gait. CONCLUSIONS: Because of the fact that the parameters of gait on the Omni platform vary significantly from the parameters of physical gait, the application of the Omni treadmill in the re-education of gait during rehabilitation should be treated with considerable care. Nonetheless, the treadmill has adequate potential to become a safe simulator enabling active motion in VR using locomotive movements.
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Equipamentos para Diagnóstico , Marcha/fisiologia , Realidade Virtual , Articulação do Tornozelo/fisiologia , Feminino , Monitores de Aptidão Física , Voluntários Saudáveis , Articulação do Quadril/fisiologia , Humanos , Articulação do Joelho/fisiologia , Locomoção/fisiologia , Postura/fisiologia , Adulto JovemRESUMO
The purpose of the study was to assess the intensity of aerobic physical activity during exergame training sessions with a moderate (MLD) and high (HLD) level of difficulty of the interactive program "Your Shape Fitness Evolved 2012" for Xbox 360 Kinect in the context of health benefits. The study involved 30 healthy and physically fit students. During the game, the HR of the participants was monitored using the Polar M400 heart rate monitor. The average percentage of maximum heart rate (%HRmax) and heart rate reserve (%HRR) during the game was calculated and referred to the criterion of intensity of aerobic physical activity of American College of Sports Medicine and World Health Organization health recommendations. During the MLD training, the participants achieved on average 69.6 ± 8.7% HRmax and 57.0 ± 11.9% HRR (moderate intensity), while performing HLD exercises, they achieved 78.9 ± 8.1% HRmax and 70.2 ± 11.3% HRR (vigorous intensity). The time spent in recommended moderate-to-vigorous intensity during 15-min exergame session was 14.6 min (97,1%) for MLD and 14.8 min (99%) for HLD. The intensity of aerobic PA during exergame "Your Shape Fitness Evolved 2012" both medium and high level of difficulty almost all the training sessions was at the level recommended for health benefits. Active video games, especially exergames, containing an element of physical activity, can be used to increase the weekly dose of PA in the direction recommended for health benefits.
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Exercício Físico/fisiologia , Saúde , Jogos de Vídeo , Frequência Cardíaca/fisiologia , Humanos , Masculino , Fatores de Tempo , Adulto JovemRESUMO
The purpose of this study was to determine the accuracy of smartphone's gyroscope for dynamic postural stability among young healthy adults. The research included convenience sample of 85 healthy adults-37 women (mean age 22.1±1.6, body height 167.2±7.0) and 48 men (mean age 22.4±1.7, body height 176.1±13.8). In order to assess the accuracy of stabilometric measurement recorded by mobile phone, the raw data obtained at the same time by Sigma Balance Platform and Smartphone (SP) were correlated. Two thirty-second trials with one-minute interval break were performed (first in the frontal plane and second in the sagittal plane). A total of 170 measurements of postural stability were recorded (85 in frontal and 85 in the sagittal plane). The following parameters were included: the path of the stabilogram (in the case of SP, angular path) and the variation of the swing (standard deviation of the horizontal deflection of the platform). The results have shown strong and significant relationship between body sway variability measured by Sigma platform and smartphone in frontal (r=0.997) and sagittal (r=0.990) plane. For the geometric center of the platform and angular path distances, the correlation coefficient was also statistically significant and high, considering both lateral (r=0.999) and anterior-posterior sway (r=0.981). Our research shows that smartphones with gyroscope have potential for accurate assessment of postural balance, as an alternative for expensive and specialized equipment.
Assuntos
Equilíbrio Postural/fisiologia , Adulto , Feminino , Humanos , Masculino , Smartphone , Adulto JovemRESUMO
The aim of this study was to identify the differences in functional fitness and quality of life among women over 60 years of age depending on their level of objectively measured physical activity (PA) according to Global Recommendations on Physical Activity for health. The study used a cross-sectional design with 213 female volunteers over 60 years of age. Physical activity was monitored for 7 days of the week using an Actigraph Gt3X monitor. The Senior Fitness Test battery and hand-grip strength tests were performed to assess functional fitness. Quality of life was self-reported using a short version of the World Health Organization Quality of Life questionnaire WHOQOL-bref. Women who met the PA recommendations achieved slightly better results in most functional tests and in all domains of quality of life. Significant differences were found in the upper body strength, dynamic balance, and social relationships domains of quality of life. Physical activity programs developed on the basis of World Health Organization (WHO) recommendations have the potential to improve functional fitness and quality of life. However, further experimental studies in this area are required.