Introduction: The aim of this study was to assess physical fitness (PF) in healthy volunteers using the Senior Fitness Test (SFT) after a series of training sessions in virtual reality (VR) using the X-box 360 Kinect System. Materials and methods: This pilot study consisted of 32 healthy subjects aged 19 to 24 years (12 males and 20 females) with the mean age of 20.6±1.4 years and the mean BMI of 23.29±2.3. The subjects participated in the study for 2 weeks, at a frequency of 4 sessions weekly. Each session comprised 4 Kinect Adventures games: 20 000 Leaks, Curvy Creak, Rally Ball and Reflex Ridge. The Senior Fitness Test was used to assess physical fitness. Results: Analysis of data showed improvement in Arm-Curl (30.0 repetitions (rep.)) vs. 35.8 rep., p<0.001), Chair Stand (26.6 rep. vs. 30.2 rep., p<0.001), Back Scratch (3.1 cm vs. 6.1 cm, p<0.033), Chair Sit-and-Reach (1.0 cm vs. 5.3 cm, p<0.001), Up-and-Go (3.5 sec. vs. 3.2 sec., p<0.001) and 6-Minute Walk Test (731.3 m vs. 747.8.m, p<0.220). Statistically significant improvement was noted in 5 out of 6 STF trials. Only the 6-Minute Walk test results were not statistically significant. Conclusions: Training using a console with the Kinect motion sensor had positive effects on the physical fitness of the healthy volunteers.
Purpose. Currently, few studies have presented comprehensive reports on exercise intensity in virtual reality among healthy subjects. The aim of the paper was to evaluate the energy expenditure of young individuals during an active game in virtual reality. Methods. A total of 32 healthy adults, 12 males and 20 females, were examined. Their mean age was 20.6 (± 1.4) years. The average bMI equalled 23.29 (± 2.3) kg/m 2. The subjects participated in 15-minute training sessions, with the frequency of 4 sessions weekly, for 2 weeks. Xbox 360 ® and Kinect ® Adventures software were used for the virtual reality training. Energy expenditure expressed in kcal, metabolic equivalent of task (MET), and the number of steps were the primary outcomes. The SenseWear Armband was used to assess energy expenditure. The study applied the Xbox 360 console along with a Kinect motion sensor. Results. During one day of training, the average energy value was 3.7 MET and 46 kcal. During one session, 318 steps were noted. The analysis of all predictors between trainings of each single day did not show any statistically significant difference. Conclusions. Training in virtual reality with the application of the Kinect system provides health benefits and can be an alternative to traditional physical activity. However, 15 minutes of daily training cannot be the only basis for physical activity.
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