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1.
Scand J Work Environ Health ; 41(5): 478-85, 2015 Sep 01.
Article in English | MEDLINE | ID: mdl-26244646

ABSTRACT

OBJECTIVES: The aim of this study was to evaluate if safety certification reduces the risk of work injury among experienced manual tree-fallers. METHODS: This study used a retrospective cohort study design. Experienced manual tree-fallers employed in the Canadian province of British Columbia (N=3251) between 2003-2008 were enumerated from a mandatory faller registry. Registry records with demographic and certification data were linked to workers' compensation claims for injury outcomes. Data were analyzed using discrete time survival analysis over a two-year period, centered on certification date with pre- and post-certification demarcated into four three-month periods. Models were adjusted for demographic, occupation/industry, previous injury, and seasonal/temporal effects. RESULTS: The relative risk (RR) of work injury during the post certification periods were elevated in comparison to the pre-certification reference period, but the 95% confidence intervals included "1" for all estimates by the end of follow-up, suggesting no statistically significant increased risk of injury. Results were consistent across different outcome measures of acute injury (ie, fracture or amputations) (N=186), musculoskeletal injury (ie, back strain) (N=137), and serious injury claims (ie, long duration, high cost and/or fatal) (N=155). CONCLUSION: Certification did not reduce the risk of work injury among experienced tree-fallers in the province of British Columbia. Non-statistically significant increases in the observed risk of work injury in the months immediately following certification may be attributable to an intervention effect or a methodological limitation related to a lack of individual-level, time-at-risk exposure data.


Subject(s)
Certification/statistics & numerical data , Musculoskeletal Diseases/epidemiology , Occupational Diseases/epidemiology , Occupational Injuries/epidemiology , Safety/standards , Workers' Compensation/statistics & numerical data , Adolescent , Adult , British Columbia/epidemiology , Canada , Female , Humans , Industry , Male , Middle Aged , Retrospective Studies , Risk Factors , Sick Leave , Socioeconomic Factors , Trees , Young Adult
2.
Med Sci Sports Exerc ; 41(4): 920-6, 2009 Apr.
Article in English | MEDLINE | ID: mdl-19276840

ABSTRACT

BACKGROUND: Interactive video game exercise leads to improved exercise adherence and health-related physical fitness in comparison to traditional stationary cycling. It has been postulated that interactive video game exercise has greater metabolic requirements than traditional cycling; however, this has not been tested to date. PURPOSE: To examine the metabolic requirements of interactive video game exercise in comparison to traditional stationary cycling at matched incremental workloads. METHODS: Fourteen participants (seven males and seven females) were examined during three separate sessions: 1) incremental cycle ergometer exercise for the assessment of maximal aerobic power and peak workload; 2) traditional cycling on a cycle ergometer using 5-min constant workloads of 25%, 50%, and 75% of maximal power output; and 3) cycling using identical constant, relative workloads while playing interactive video games. Measurements of oxygen consumption, heart rate, and rating of perceived exertion were assessed throughout. RESULTS: During interactive video game exercise, steady-state heart rate (26% +/- 18% and 14% +/- 13%), energy expenditure (61% +/- 41% and 25% +/- 21%), and oxygen consumption (34% +/- 17% and 18% +/- 12%) were significantly higher at the constant submaximal workloads of 25% and 50%, respectively. There was no significant difference in rating of perceived exertion between conditions at any workload. CONCLUSIONS: Interactive video game cycling results in greater metabolic requirements (despite similar perceptions of exertion) at submaximal constant workloads than traditional cycling. This form of training may be a novel and an attractive intervention in the battle against physical inactivity and associated health complications.


Subject(s)
Bicycling/physiology , Energy Metabolism/physiology , User-Computer Interface , Video Games , Adult , Female , Humans , Male , Oxygen Consumption , Physical Exertion/physiology , Young Adult
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