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1.
Scand J Med Sci Sports ; 33(2): 178-188, 2023 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-36315055

RESUMO

To benefit from virtual reality (VR) as a complementary tool for training, coaches must determine the proper tools and variables for tracking sports performance. We explored the basketball shooting at several scales (basket-ball, ball-player, and player systems) by monitoring success-rate, and ball and body kinematics. We measured how these scales of analysis allowed tracking players' expertise and perceptual sensitivity to basket distance. Experienced and novice players were instructed to naturally throw and swish an instrumented ball in a stereoscopically rendered virtual basket. We challenged their perceptual-motor systems by manipulating the distance of the virtual basket while keeping the surrounding environment unchanged. The success-rate accounted for the players' shooting adjustments to the manipulation of basket distance and allowed tracking their expertise. Ball kinematics also reflected the manipulation of distance and allowed detecting gender, but did not reflect the players' expertise. Finally, body kinematics variables did not echo players' adjustments to the distance manipulation but reflected their expertise and gender. The results gained at each scale of analysis are discussed with regard to the simulator's construct, biomechanical, and psychological fidelity.


Assuntos
Desempenho Atlético , Basquetebol , Realidade Virtual , Humanos , Desempenho Atlético/psicologia , Fenômenos Biomecânicos
2.
J Bodyw Mov Ther ; 36: 432-437, 2023 10.
Artigo em Inglês | MEDLINE | ID: mdl-37949596

RESUMO

AIMS: The rating of perceived exertion (RPE) provides correlations with physiological measurements of exercise intensity, including metabolic equivalent (MET), oxygen consumption (V˙O2), and heart rate (HR), in real (RS) and virtual (VS) sessions. To use RPE in patients with pathology, we aimed to examine the concurrent validity of RPE in type-1 diabetes mellitus (T1DM) patients while exergaming. METHODS: Ten T1DM patients performed two 30-min crossover sessions of moderate-intensity exercise (washout 72-196 h). The RS group performed running, and the VS group played the Kinect Adventures! video game. METs were measured by a direct gas analyzer during the sessions, and RPE was measured on the 6 - 20 point Borg scale after the sessions. RESULTS: RS and VS showed similar RPE (13.2 ± 2.7 vs. 14.2 ± 2.4) and MET (4.6 ± 1.1 vs. 4.0 ± 0.8) values (p > 0.05). RPE vs. MET correlation-coefficients were large in RS (r = 0.64; R2 = 41; p = 0.04) and were moderate in VS (r = 0.42; R2 = 18; p = 0.22). Additionally, RS secondary values (V˙O2 and HR vs. RPE) showed high coefficients (V˙O2-r = 0.62; average HRr = 0.62; maximal HRr = 0.50, p < 0.05). VS secondary values, on the other hand, showed low-moderate coefficients (V˙O2-r = 0.42; average HRr = 0.23; maximal HRr = 0.21, p > 0.05). CONCLUSION: The current validation showed that RPE may not be a valid and strong method for T1DM patients while exergaming. Healthcare professionals should cautiously use the 6 - 20 point RPE scale in pathological patients, specifically in T1DM while exergaming.


Assuntos
Diabetes Mellitus Tipo 1 , Humanos , Diabetes Mellitus Tipo 1/terapia , Jogos Eletrônicos de Movimento , Estudos Transversais , Esforço Físico , Exercício Físico , Frequência Cardíaca , Consumo de Oxigênio
3.
J Health Psychol ; 26(12): 2173-2185, 2021 10.
Artigo em Inglês | MEDLINE | ID: mdl-32114831

RESUMO

We studied how usability and playability of sport exergames affect future intentions of participation in physical activity or actual sport. We employed questionnaires to measure participants' enjoyment, usability, game-experience, and future intentions of physical activity and real sport. We compared the outcomes based on players' gender, previous real-swimming, and exergame experience. Psychological parameters were not different between groups but players without exergame experience enjoyed the game more. Physical activity intentions increased for all participants but not swimming intentions. The limitations of current gaming systems and their effects on players' gaming experience and intentions are discussed.


Assuntos
Esportes , Jogos de Vídeo , Exercício Físico , Humanos , Intenção , Prazer
4.
Games Health J ; 10(5): 339-346, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-34449265

RESUMO

Background: Active videogames (AVGs) have been primarily studied in healthy individuals. To use the technology in type 1 diabetes mellitus (T1DM) patients, cardiovascular and enjoyment responses should be studied and compared with traditional exercises. Objective: To compare the effects of AVG and running exercises on cardiovascular and enjoyment responses in T1DM patients. Methods: Cardiovascular (heart rate, HR; blood pressure, BP; double product, DP; vessel diameter, VD; % endothelial function, %EF) and enjoyment levels were recorded during 3 weeks and twice per week. On the first day, patients completed baseline assessments, familiarization, and a 30-minute control session. On the second day and after 24 hours, the measurements were repeated. Patients repeated the same protocol in the second and third weeks and performed randomized active sessions. Results: T1DM patients had similar cardiovascular responses during active exercises without significant postexercise hypotension to HR, BP, and DP over time. However, VD and %EF values were higher in AVG, followed by running and rest, 30 minutes and after 24 hours (VD-AVG: 39.6 ± 9.5, 48.8 ± 12.3 and 56.6 ± 13.9 mm; VD-running: 41.5 ± 9.9, 47.4 ± 10.1 and 46.4 ± 12.4 mm; %EF-AVG: 9.6 ± 8.5, 29.6 ± 17.1 and 45.4 ± 25.9%; %EF-running: 7.3 ± 9.4, 14.8 ± 14.1 and 26.8 ± 18.9%, p < 0.05). Enjoyment was also higher in AVG compared with the running session (9.4 ± 0.7 vs. 7.7 ± 1.6; p < 0.05). Conclusions: AVG presented similar cardiovascular responses to running with higher endothelial and enjoyment levels.


Assuntos
Diabetes Mellitus Tipo 1 , Jogos de Vídeo , Estudos Cross-Over , Exercício Físico , Humanos , Prazer
5.
Front Sports Act Living ; 2: 531535, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33634259

RESUMO

Background: Falls are the leading causes of (non)fatal injuries in older adults. Recent research has developed interventions that aim to improve balance in older adults using virtual reality (VR). Purpose: We aimed to investigate the validity, reliability, safety, feasibility, and efficacy of head mounted display (HMD) systems for assessing and training balance in older adults. Methods: We searched EBSCOhost, Scopus, Web of Science, and PubMed databases until 1 September 2020 to find studies that used HMD systems for assessing or training balance. The methodological quality was assessed using a modified version of Downs and Black. We also appraised the risk of bias using Risk of Bias Assessment tool for Non-randomized Studies (RoBANS). Results: A total of 19 articles (637 participants) were included for review. Despite heterogenous age ranges and clinical conditions across studies, VR HMD systems were valid to assess balance and could be useful for fall prevention and for improving postural control and gait patterns. These systems also have the capacity to differentiate healthy and balance-impaired individuals. During VR versions of traditional balance tests, older adults generally acquire a cautious behavior and take more time to complete the tasks. Conclusion: VR HMD systems can offer ecologically valid scenarios to assess and train functional balance and can be used alone or in addition to other interventions. New norms and protocols should be defined according to participants' age, health status, and severity of their illness when using VR HMD systems for balance assessment and training. For safe and feasible training, attention must be given to display type, VR elements and scenarios, duration of exposure, and system usability. Due to high risk of bias and overall poor quality of the studies, further research is needed on the effectiveness of HMD VR training in older adults.

6.
Prog Brain Res ; 253: 59-70, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32771130

RESUMO

The aim of this experiment was to investigate whether there were differences in decision-making skills between different age groups (Under 16, 18 and 23) of elite academy footballers on a video-based task of real-life football scenarios. It also explored the relationship between individual performance on the task and the performance of the footballers on the pitch, as rated by three independent expert football coaches. This allowed us to examine whether this task is useful in predicting real-world decision-making skills. The results show that there was a significant difference in response times between response time was statistically significantly lower in U23 compared to U18 and U16 and there was no statistically significant difference between the U16 and the U18 groups, but no significant difference between age groups on the accuracy of response. The under 23 age group responded significantly quicker when compared to the under 18 and under 16 age group most quickly, then the U18, and finally, U16 footballers were the slowest on the task. In terms of comparing coaches' opinion about the players' decision-making skills and players performance on the task, there was a positive correlation between accuracy on the task and general decision-making skills rated by the coaches, suggesting that coaches have a good insight on what players can actually do as. However, coaches ratings of decision-making skills and response times on the task did not correlate suggesting that coaches are not aware of the speed of decision-making, and that this is only measurable by a representative task.


Assuntos
Atletas , Desempenho Atlético/fisiologia , Tomada de Decisões/fisiologia , Desempenho Psicomotor/fisiologia , Futebol/fisiologia , Adolescente , Adulto , Fatores Etários , Humanos , Masculino , Gravação em Vídeo , Adulto Jovem
7.
Prog Brain Res ; 253: 71-85, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32771131

RESUMO

Having investigated the effects of videos in the preceding chapter, this chapter assesses 2D animation, a form of presentation used in many coaching situations. The aim of this experiment was to investigate decision-making skills in different age groups (Under 16, 18 and 23) of elite academy footballers using a 2D animation simulation task of real game football scenarios. The work also explored the relationship between individual performance on the task and the actual performance on the pitch, as rated by three independent expert football coaches. This allowed us to examine whether this task is useful in predicting real-world decision-making skills. The results suggested that there was a significant difference between age groups on accuracy, by gaining more experience footballers perform better on the task. Also, the results showed a significant difference between all age groups on the response time. The under 23 age group were fastest, then the under 18 age group and finally the under 16 footballers were the slowest on the task. The correlation between performance on the task and the assessments provided by the coaches showed that 2D animation task is a sensitive measure in assessment of decision-making skills of elite academy players.


Assuntos
Atletas , Desempenho Atlético/fisiologia , Tomada de Decisões/fisiologia , Testes Neuropsicológicos , Desempenho Psicomotor/fisiologia , Futebol/fisiologia , Adolescente , Adulto , Simulação por Computador , Feminino , Humanos , Masculino , Adulto Jovem
8.
Prog Brain Res ; 253: 87-100, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32771132

RESUMO

This article investigates the effect of using different playing speeds of 2D animation on the decision accuracy and reaction times of elite footballers. Groups of players from different age categories (under 16, under 18 and under 23 year olds) elite academy footballers watched 2D animations at five different ratios of real-life speed (0.5, 0.75, 1, 1.25 and 1.5 times real-world speed). Participants responded by choosing, from a number of options, which was the best attacking option in each 2D animation clip. After each clip, players also rated each clip for how "game-like" or realistic the scenario felt. Results showed a significant difference between all groups, whereby participants became faster and more accurate by age. Also, the result of "game-like" perception probing which compared perception in each group to each speed showed that the under 16 age group had statistically lower perception accuracy compared to the under 18 and under 23 age groups. This highlights that the more expertise a player has the faster information is processed.


Assuntos
Atletas , Desempenho Atlético/fisiologia , Tomada de Decisões/fisiologia , Prática Psicológica , Desempenho Psicomotor/fisiologia , Tempo de Reação/fisiologia , Futebol/fisiologia , Adolescente , Adulto , Simulação por Computador , Humanos , Masculino , Adulto Jovem
9.
Physiol Behav ; 181: 23-28, 2017 Nov 01.
Artigo em Inglês | MEDLINE | ID: mdl-28882467

RESUMO

The effects of playing intensity and prior exergame and sport experience on the activation patterns of upper limb muscles during a swimming exergame were investigated. Surface electromyography of Biceps Brachii, Triceps Brachii, Latissimus Dorsi, Upper Trapezius, and Erector Spinae of twenty participants was recorded, and the game play was divided into normal and fast. Mean muscle activation, normalized to maximum voluntary isometric contraction (MVIC), ranged from 4.9 to 95.2%MVIC and differed between normal and fast swimming for all techniques (p<0.05), except for Latissimus Dorsi during backstroke. After normalizing the %MVIC to playing velocity, selective behaviors were observed between muscles which were sufficient for pragmatic game play. Moreover, prior exergame and real sport experience did not have any effect on the muscle activation changes between normal and fast swimming. These behaviors are likely to happen when players understand the game mechanics, even after a short exposure. Such evaluation might help in adjusting the physical demands of sport exergames, for safe and meaningful experiences.


Assuntos
Exercício Físico/fisiologia , Músculo Esquelético/fisiologia , Natação/fisiologia , Adulto , Braço/fisiologia , Fenômenos Biomecânicos , Eletromiografia , Humanos , Contração Isométrica/fisiologia , Masculino , Jogos de Vídeo , Adulto Jovem
10.
Sci Rep ; 7(1): 5247, 2017 07 12.
Artigo em Inglês | MEDLINE | ID: mdl-28701720

RESUMO

Active video games (exergames) may provide short-term increase in energy expenditure. We explored the effects of gender and prior experience on aerobic and anaerobic energy systems contributions, and the activity profiles of 40 participants playing with a swimming exergame. We recorded oxygen consumption and assessed blood lactate after each swimming technique. We also filmed participants' gameplays, divided them into different phases and tagged them as active or inactive. Anaerobic pathway accounted for 8.9 ± 5.6% of total energy expenditure and although experienced players were less active compared to novice counterparts (η² < 0.15, p < 0.05), physiological measures were not different between performing groups. However, players with real-swimming experience during the first technique had higher heart rate (partial-η² = 0.09, p < 0.05). Our results suggest that short-term increase in physiological measures might happen in the beginning of gameplay because of unfamiliarity with the game mechanics. Despite low levels of activity compared to real sport, both aerobic and anaerobic energy systems should be considered in the evaluation of exergames. Game mechanics (involving the whole body) and strategies to minimize pragmatic play might be used for effective and meaningful game experience.


Assuntos
Metabolismo Energético , Frequência Cardíaca/fisiologia , Atividade Motora/fisiologia , Natação/fisiologia , Jogos de Vídeo , Adulto , Feminino , Humanos , Masculino , Consumo de Oxigênio , Fatores Sexuais , Adulto Jovem
11.
Games Health J ; 2(2): 75-80, 2013 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26192125

RESUMO

Recreational athletes may listen to music or watch videos to prolong their exercise routines. In recent years, use of active videogames has increased. The effects of audiovisual encouragements have not been compared for their potential ergogenic effects on physiological variables during moderate- to high-intensity exercises. Here 60 sedentary healthy male students were divided into four groups-control (CON), audio feedback (A), videogame feedback (V), and a combination of A and V (AV)-based on previous measurement of maximum oxygen uptake using covariate adaptive randomization. Participants completed a bout of running (Balke treadmill test) until exhaustion based on the type of feedback. Exercise responses (time, heart rate, blood sugar level, and creatine kinase level) were compared in all groups before and after participation. Participants in group A ran significantly more than those in the CON group, and those in group AV ran significantly more than those in groups CON and V. In other physiological responses, the differences were not significant among groups. It is proposed that intentional functions from internal (physical feelings) to external perspective (music and video) may have been involved in increasing exercise time but were not strong enough to change levels of other physiological parameters. However, these findings have strong applications for improving fitness exercise programs while using a new generation of videogames.

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