Examining and Comparing the Energy Expenditure of Two Modes of a Virtual Reality Fitness Game (Supernatural): Indirect Calorimetry Study (Preprint) DOI
Tabitha V. Craig, Ryan E. Rhodes, Wuyou Sui

и другие.

Опубликована: Окт. 26, 2023

BACKGROUND The effectiveness of virtual reality (VR) fitness games as a form moderate to vigorous physical activity has yet be thoroughly quantified through gold standard energy expenditure measures. OBJECTIVE purpose this study was examine the 2 medium-intensity modes (“Flow and “Boxing”) VR game, Supernatural, using indirect calorimetry. METHODS Indirect calorimetry used relative objective maximal oxygen consumption (VO<sub>2</sub> max), metabolic equivalents task (METs), calories burned during bouts both Flow Boxing gameplay in young (mean age 25.42, SD 3.25 years), active individuals (n=12 female n=11 male). METs were also compared triaxial waist-worn accelerometer, an Apple smartwatch, headset. Mood states assessed pre- postbout shortened Profile States Questionnaire<i>.</i> Paired 2-tailed <i>t</i> tests differences game modes, between sexes, pre-post exercise sessions. RESULTS Objective VO<sub>2</sub> max averaged 1.93 (SD 0.44) L/min 27.61 5.60) mL/kg/min, respectively, modes. 8.2, 1.54 METs) 7.6, 1.66 are classified high expenditure, activities. Calorie data accelerometer headset differed significantly from cart. changes post consistent with expected values for moderate- vigorous-intensity activity, participants reporting that they felt more “active,” “full pep,” “vigorous,” “lively” (<i>P</i>&lt;.05) following bouts. Male reported higher (VO<sub>2</sub>) modes; no other sex-specific observed. CONCLUSIONS Both Supernatural classify demonstrate potential promote mental health benefits. may effective modality training program.

Язык: Английский

Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality DOI Open Access
Frano Giakoni-Ramírez, Andrés Godoy-Cumillaf, Paola Fuentes-Merino

и другие.

Healthcare, Год журнала: 2023, Номер 11(17), С. 2399 - 2399

Опубликована: Авг. 26, 2023

Evidence suggests that moderate to vigorous physical activity (MVPA) is necessary for health benefits. Immersive virtual reality a technology uses images, sounds, and tactile sensations from simulated world encourage healthy behaviours activity. The aims of this research are (1) determine the duration intensity performed through immersive reality; (2) differences in according gender. Methods: A nonprobabilistic convenience sample composed 39 university students education pedagogy, who performed, reality, programme three levels progressively increased complexity. Physical was measured using accelerometers. Results: Of levels, most complex not one produced minutes MVPA. added up 08:53 min No significant were found when comparing them by sex. Conclusions: results study suggest an exercise delivered generates MVPA with no major between sexes. Further needed confirm contribution

Язык: Английский

Процитировано

7

Exercise intensity of virtual reality exergaming modulates the responses to executive function and affective response in sedentary young adults: A randomized, controlled crossover feasibility study DOI
Qian Gu, Jie Mao, Sun Jin-hai

и другие.

Physiology & Behavior, Год журнала: 2024, Номер unknown, С. 114719 - 114719

Опубликована: Окт. 1, 2024

Язык: Английский

Процитировано

2

Acute Hemodynamic, Metabolic, and Hormonal Responses to a Boxing Exergame with and without Blood Flow Restriction in Non-Athlete Young Individuals DOI Creative Commons
Z. Karimi, Z Mousavi, Michael Nordvall

и другие.

Sports, Год журнала: 2024, Номер 12(3), С. 68 - 68

Опубликована: Фев. 23, 2024

Background: This study aimed to compare acute hemodynamic, metabolic (glucose and blood lactate concentrations), hormonal (growth hormone normetanephrine), heart rate variability (HRV), rating of perceived exertion (RPE) responses before after bouts a boxing exergame with without flow restriction (BFR) in non-athlete young individuals. Methods: Fourteen participants (age: 30 ± 10 y; BMI: 21 3 kg.m−2) participated two sessions 20 min exergame. During week one, the were randomly divided into groups played against one another under normal (n = 7) BFR conditions. Over next exercise session, then reallocated opposite condition (normal vs. BFR) for data collection. Hemodynamic, metabolic, HRV, parameters measured immediately protocols. Results: Playing led significant increase hemodynamic variables (except diastolic pressure) regardless no between-group differences. Regarding reductions total power (TP) low-frequency (LF) waves identified non-BFR group (p < 0.0001) compared group. Conversely, very LF (VLF) was noted 0.050), Significant increases observed serum concentrations growth hormone, normetanephrine, concentration from pre- post-exercise both conditions ≤ 0.05), differences between groups. Moreover, statistically changes glucose levels. RPE significantly greater 0.05) throughout session. Conclusions: We similar hormonal, an session individuals, whether conducted or BFR. However, notable certain HRV markers RPE. Specifically, inclusion resulted elevation VLF heightened exertion. These findings suggest that may alter cardiac autonomic perceptual during exergaming. Further research is warranted understand long-term implications potential benefits incorporating exergaming routines.

Язык: Английский

Процитировано

1

Exploring the Acute Effects of Immersive Virtual Reality Biking on Self-Efficacy and Attention of Individuals in the Treatment of Substance Use Disorders: A Feasibility Study DOI Open Access
Evlalia Touloudi, Mary Hassandra, Vasileios Stavrou

и другие.

Опубликована: Июнь 24, 2024

Background. The role of exercise programs during Substance Use Disorder (SUD) treatment is considered particularly supportive in fostering positive psychological and behavioral changes. aim this feasibility study was to explore the acute effects cycling an immersive virtual reality (IVR) environment on attentional control self-efficacy expectations indi-viduals undergoing SUD treatment. Methods. A total 20 individuals (mean age 37.75 years) enrolled a program participated study. They were instructed complete single session with self-selected duration within IVR system. Results. Following session, pre-post measures indicated statistically significant im-provement measured Stroop test. results revealed that participants expressed high levels intention for future use, inter-est/enjoyment, attitudes toward Qualitative data found system enjoyable, strong use it, did not encounter technical difficulties or negative emotions. Conclusions: In conclusion, it seems engaging brief period can result temporary activation cognitive changes, heightened expectations, motivating approach increasing physical activity participation among SUD, thus suggesting approach.

Язык: Английский

Процитировано

1

Exercising with virtual reality is potentially better for the working memory and positive mood than cycling alone DOI
Genta Ochi, Ken Ohno, Ryuta Kuwamizu

и другие.

Mental health and physical activity, Год журнала: 2024, Номер 27, С. 100641 - 100641

Опубликована: Окт. 1, 2024

Язык: Английский

Процитировано

1

Cognitive Declines with Pupil Constriction Independent of Subjective Fatigue During Prolonged Esports Across Players Expertise DOI Open Access
Takashi Matsui, Shion Takahashi, Genta Ochi

и другие.

Опубликована: Ноя. 9, 2023

Cognitive fatigue, a transient cognitive decline stemming from extended mental and physical activity, is well established in conventional contexts. However, its manifestation self-awareness during digital pursuits, as an integrated style of notably electronic sports (esports), remain underexplored. Here we show that, using virtual football representative model for esports, prolonged esports cause fatigue with pupil constriction, independent subjective across player expertise. Casual hardcore players engaged intensive 3 hours gaming session, sense executive function, diameter potential signifier, other physiological parameters were recorded. Subjective remained unchanged up to 2 h, but increased after hours, inversely linked reported enjoyment, both groups players. Executive assessed by flanker interference, decreased h casual The accuracy the task players, despite initial edge. Pupil correlated performance diverged types. Our findings clearly suggest disparity between actual awareness transcending levels constriction neurobiological marker integrating divergent engagement.

Язык: Английский

Процитировано

1

Exercising with virtual reality is potentially better for the working memory and positive mood than cycling alone DOI Creative Commons
Genta Ochi, Ken Ohno, Ryuta Kuwamizu

и другие.

bioRxiv (Cold Spring Harbor Laboratory), Год журнала: 2024, Номер unknown

Опубликована: Май 8, 2024

Abstract Although virtual reality (VR) exercise has attracted attention as a factor in habituation due to its mood-enhancing effects, impact on brain function remains unclear. This study, involving 23 healthy university students, used functional magnetic resonance imaging (fMRI) explore how VR affects working memory, key executive function, and underlying neural mechanisms. Our findings indicate that 10-min session improved mood (arousal vitality level) memory task performance (3-back task) more effectively than or rest alone. Furthermore, the results confirmed increased from interventions was associated with 3-back performance. However, specific regions contributing this enhancement remain unidentified. These highlight optimal program for enhancing by increasing level. insights underscore VR’s potential novel modality benefits extending beyond adherence potentially preventing dementia depression.

Язык: Английский

Процитировано

0

高齢者への運動指導を体験した大学生の高齢者に対する顕在的態度および資格取得意欲 DOI Creative Commons
Takeshi Otsuki, Kazuya Suwabe,

Sumiyo Shiina

и другие.

Japanese Journal of Physical Fitness and Sports Medicine, Год журнала: 2024, Номер 73(3), С. 123 - 131

Опубликована: Май 14, 2024

In Japan, where the population is aging, it important to train exercise instructors who promote health in older adults. Previous studies demonstrated that an intergenerational program was not focused on improved university students' perceptions of adults, but effects exercise-related have been explored. This study investigated whether obtaining experience providing instruction adults attitudes toward these and their willingness acquire instruction-related qualifications. Second-year students majoring sport sciences were divided into intervention (n = 29) or control 33) groups. Students group participated a 5-session involved choreographing with music giving instructions community-dwelling final session, performed together, this session videotaped. Explicit from before after group. The percentage willing qualifications greater than it. group, there no detectable differences measures period. Students' feelings (i.e., vitality, stability, pleasure, arousal) acutely each These results may imply experiencing provision explicit obtain increased.

Язык: Английский

Процитировано

0

Effects of Different Visual Flow Velocities on Psychophysiological Responses During Virtual Reality Cycling DOI Open Access

Kyosuke Kawaguchi,

Takefumi Moriuchi,

Ryotaro Takita

и другие.

Cureus, Год журнала: 2024, Номер unknown

Опубликована: Июнь 14, 2024

Virtual reality cycling (VRC) is simulated outdoor with changes in scenery virtual (VR) rotating ergometer pedals. The speed at which the changes, visual flow velocity, can shift according to same pedal rotation speed.

Язык: Английский

Процитировано

0

Virtual Reality High-Intensity Interval Training is a Viable Alternative to Traditional Exercise (Preprint) DOI
Pietro Merola,

Marcos Barros Cardoso,

Gabriel Barreto

и другие.

Опубликована: Июль 4, 2024

BACKGROUND This study evaluated the effectiveness of a virtual reality (VR) high-intensity interval training (HIIT) boxing protocol compared to traditional circuit (HICT) in improving exercise motivation, engagement, and physiological responses among thirty healthy medical students. OBJECTIVE The objective was evaluate how VR exergame Move Sapiens influenced comparison High-Intensity Circuit Training model. METHODS Participants engaged both HIIT, using an Oculus Quest 2 for futuristic exoskeleton game experience, 12-exercise HICT. Metrics included heart rate (HR), calorie expenditure, blood lactate levels pre- post-exercise, alongside ratings perceived exertion (RPE) situational motivation scale. RESULTS HIIT showed significantly higher mean HR (161±15 vs. 144±11 bpm, d=1.5, p<0.0001), peak (182±15 176±11 d=0.8, p=0.0001), expenditure (236±58 196±44 kcal, d=0.9, RPE (16±2 15±2, d=0.4, p=0.03). Post-exercise were HICT (8.8±4.5 10.6±3.0 mmol/L, d=0.6, p=0.006). Intrinsic other psychological measures no significant differences, except lower fatigue (d=0.5, p=0.02). CONCLUSIONS enhances parameters while maintaining intrinsic making it viable alternative offers potential increased engagement through design improvements. Future studies should explore long-term therapeutic impacts diverse clinical populations.

Язык: Английский

Процитировано

0