Combat sports in virtual reality for rehabilitation and disability adaptation: a mini-review
Frontiers in Public Health,
Год журнала:
2025,
Номер
13
Опубликована: Фев. 27, 2025
This
review
examines
the
existing
literature
regarding
utilization
of
combat
sports
in
virtual
reality
(VR)
for
disease
rehabilitation
and
adaptive
physical
activity.
A
total
18
studies
were
obtained
from
Web
Science
Scopus
databases.
The
results
suggest
that
Boxing,
most
studied
sport
VR
systems,
has
been
primarily
used
to
improve
motor
function
quality
life
patients
with
neurological
conditions
such
as
cerebral
palsy,
Parkinson's
disease,
stroke.
Furthermore,
have
shown
increase
energy
expenditure
activity
intensity
individuals
disabilities,
proving
effective
maintaining
overall
health.
Notably,
boxing
produces
higher
than
other
activities
(e.g.,
tennis),
heart
rate
(HR)
oxygen
consumption
(VO2)
during
sessions
consistently
exceeding
those
observed
tennis.
Overall,
research
this
field
remains
limited
further
explorations
are
warranted.
Язык: Английский
Assessment of the intensity and attractiveness of physical exercise while playing table tennis in an immersive virtual environment depending on the game mode
BMC Sports Science Medicine and Rehabilitation,
Год журнала:
2024,
Номер
16(1)
Опубликована: Июль 17, 2024
Abstract
Background
It
appears
that
active
video
games
(AVGs)
and
training
apps
allow
for
physical
activity
(PA)
in
immersive
virtual
reality
(VR)
may
be
useful
sports,
health-enhancing
PA,
education
(PE).
Therefore,
research
is
needed
to
identify
their
potential.
Objective
The
study
aimed
evaluate
the
intensity
attractiveness
of
exercise
during
table
tennis
(TT)
VR
arcade
simulation
modes
assess
potential
using
such
exercises
sport,
PE.
Methods
used
Racket
Fury:
Table
Tennis
VR.
Exercise
TT
was
evaluated
by
heart
rate
(HR)
monitoring
rating
perceived
exertion
(RPE
6–20).
effectiveness
short-term
estimated
based
on
user’s
performance
playing
against
an
opponent
with
artificial
intelligence
(AI),
satisfaction
measured
Physical
Activity
Enjoyment
Scale
(PACES),
usefulness
tested
app
PE
assessed
a
questionnaire
participating
teachers
(30
participants).
Results
PA
expressed
as
percentage
maximum
(HR
max
)
moderate
but
significantly
(
p
<
0.001;
d=-0.830)
higher
easier
mode
(69.50
±
12.58%HR
than
(64.10
9.67%HR
).
Despite
greater
fatigue
respondents,
user
mode.
Users’
when
AI
better
after
20
min
before
training.
recognize
great
app.
Conclusions
application
characterized
beneficial
intensity,
its
level
depending
game
Facilitating
strokes
promotes
increased
enjoyment
PA.
Short-term
improves
skills
environment.
spoke
highly
recognized
technology
school
Язык: Английский
Application of visual feedback and AR-enhanced wheelchair skill training
Disability and Rehabilitation Assistive Technology,
Год журнала:
2024,
Номер
unknown, С. 1 - 10
Опубликована: Ноя. 14, 2024
Purpose:
Manual
wheelchair
users
with
spinal
cord
injury
(SCI)
face
challenges
in
skill
training
(WSTr)
due
to
the
complexity
of
learning
advanced
skills
and
limited
access
rehabilitation
services.
This
review
aims
summarize
existing
WSTr
methods
for
individuals
SCI/disabilities
propose
use
Augmented
Reality
(AR)-enhanced
Immediate
Visual
Feedback
(ARe-IVF)
modules
wheelie
curbing
training.
Язык: Английский