The aim of the study is to assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 51 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-min sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was high (Omni 5.74 points, Icaros 5.60 points on a 1–7 Likert scale) and differed significantly in favor of PA on Omni. In the opinion of the majority of participants, AVGs in IVR on the tested devices constitute a sufficiently useful form of PA to meet the needs of leisure time activities, and they can even replace some forms of physical effort performed in a classic way. The intensity of PA during games on training devices was at the level recommended for health benefits for 80.55% (Omni) and 50.77% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.
The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi‐immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes’ training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well‐designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment.
The aim of this study was to identify the differences in functional fitness and quality of life among women over 60 years of age depending on their level of objectively measured physical activity (PA) according to Global Recommendations on Physical Activity for health. The study used a cross-sectional design with 213 female volunteers over 60 years of age. Physical activity was monitored for 7 days of the week using an Actigraph Gt3X monitor. The Senior Fitness Test battery and hand-grip strength tests were performed to assess functional fitness. Quality of life was self-reported using a short version of the World Health Organization Quality of Life questionnaire WHOQOL-bref. Women who met the PA recommendations achieved slightly better results in most functional tests and in all domains of quality of life. Significant differences were found in the upper body strength, dynamic balance, and social relationships domains of quality of life. Physical activity programs developed on the basis of World Health Organization (WHO) recommendations have the potential to improve functional fitness and quality of life. However, further experimental studies in this area are required.
Purpose: The purpose of this study was to assess the relationship between objectively measured physical activity and perceived work ability and musculoskeletal disorders among adult, middle-aged, and older women. Patients and methods: This study used a cross-sectional design with a convenience sample of 348 women divided into 3 age groups: 30-49 years (n=111), 50-65 years (n=120), 66-75 years (n=117). Weekly physical activity was monitored using tri-axial accelerometer ActiGraph Gt3X. Perceived work ability was assessed using the standardized Work Ability Index (WAI) questionnaire. Information about the occurrence and intensity of musculoskeletal disorders was collected using standardized Nordic Musculoskeletal Questionnaire (NMQ) expanded by visual analog pain intensity scale (VAS). Results: Regardless of age, women who met physical activity recommendations achieved higher scores in each part of the WAI, and also in the total WAI scores. However, the most significant differences were found in women aged 50-64 years, and included the following items: subjective work ability, work ability in relation to demands, work impairments, sick leave in the past year. Total WAI scores were also significantly higher in women aged 30-49 and 50-64 years who met PA recommendations in comparison to women who did not meet recommendations. Also, significant relations between the frequency of occurrence of musculoskeletal problems and meeting physical activity recommendations were found in women aged 50-64 years. Those who were more physically active reported less musculoskeletal problems in shoulders (p=0.006) and ankles/feet (p=0.018) regions. Conclusion: Adherence to Global Recommendations on Physical Activity for Health disseminated by WHO is related to better-perceived work ability among adult (30-49 years) and middle-aged (50-64 years) women. There is also a relationship between adherence to recommendations of physical activity and frequency and intensity of musculoskeletal pain among middle-aged women.
The purpose of the study was to assess the intensity of aerobic physical activity during exergame training sessions with a moderate (MLD) and high (HLD) level of difficulty of the interactive program “Your Shape Fitness Evolved 2012” for Xbox 360 Kinect in the context of health benefits. The study involved 30 healthy and physically fit students. During the game, the HR of the participants was monitored using the Polar M400 heart rate monitor. The average percentage of maximum heart rate (%HRmax) and heart rate reserve (%HRR) during the game was calculated and referred to the criterion of intensity of aerobic physical activity of American College of Sports Medicine and World Health Organization health recommendations. During the MLD training, the participants achieved on average 69.6 ± 8.7% HRmax and 57.0 ± 11.9% HRR (moderate intensity), while performing HLD exercises, they achieved 78.9 ± 8.1% HRmax and 70.2 ± 11.3% HRR (vigorous intensity). The time spent in recommended moderate-to-vigorous intensity during 15-min exergame session was 14.6 min (97,1%) for MLD and 14.8 min (99%) for HLD. The intensity of aerobic PA during exergame “Your Shape Fitness Evolved 2012” both medium and high level of difficulty almost all the training sessions was at the level recommended for health benefits. Active video games, especially exergames, containing an element of physical activity, can be used to increase the weekly dose of PA in the direction recommended for health benefits.
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.
The purpose of this study was to determine the accuracy of smartphone’s gyroscope for dynamic postural stability among young healthy adults. The research included convenience sample of 85 healthy adults—37 women (mean age 22.1±1.6, body height 167.2±7.0) and 48 men (mean age 22.4±1.7, body height 176.1±13.8). In order to assess the accuracy of stabilometric measurement recorded by mobile phone, the raw data obtained at the same time by Sigma Balance Platform and Smartphone (SP) were correlated. Two thirty-second trials with one-minute interval break were performed (first in the frontal plane and second in the sagittal plane). A total of 170 measurements of postural stability were recorded (85 in frontal and 85 in the sagittal plane). The following parameters were included: the path of the stabilogram (in the case of SP, angular path) and the variation of the swing (standard deviation of the horizontal deflection of the platform). The results have shown strong and significant relationship between body sway variability measured by Sigma platform and smartphone in frontal (r=0.997) and sagittal (r=0.990) plane. For the geometric center of the platform and angular path distances, the correlation coefficient was also statistically significant and high, considering both lateral (r=0.999) and anterior-posterior sway (r=0.981). Our research shows that smartphones with gyroscope have potential for accurate assessment of postural balance, as an alternative for expensive and specialized equipment.
Background and objectives: Virtual reality (VR) is increasingly often finding applications in physiotherapy and health promotion. Recent years have seen the use of advanced technologies in the promotion of physical activity (PA) in society. New simulators, e.g., treadmills, enable the performance of PA (e.g., locomotive movements) in VR (artificially created virtual world). The question of how such movements are similar to natural forms of human locomotion (march, run) inspired the comparative analysis of physiological gait and gait in VR on a multidirectional Omni treadmill. Materials and Methods: The tests involved the use of the BTS Smart system for the triplanar analysis of motion. The test involved 10 healthy females aged 20–24 (weight: 52 ± 3.1 kg, height 162 ± 5.4 cm). Measurements were performed at two stages. The first stage involved the standard assessment of physiological gait, whereas the second was focused on gait forced by the Omni treadmill. The following gait parameters were analyzed: Flexion-extension in the ankle, knee joint and hip joint, rotation in the hip joint and knee joint, foot progression, adduction-abduction in the knee joint and hip joint, pelvic obliquity, pelvic tilt, pelvic rotation as well as energy expenditure and the movement of the body center of mass. Results: The analysis of the test results revealed the existence of differences in the kinematics of physical gait and gait on the treadmill. The greatest differences were recorded in relation to the dorsal-plantar flexion in the ankle, the foot progression, the rotation of the knee joint, pelvic tilt and rotation. In addition, the gait on the treadmill is characterized by the longer duration of the stance phase and reduced ranges of the following movements: Flexion-extension in the ankle, knee joint and hip joint, adduction-abduction in the hip joint as well as rotation in the ankle and hip joint. The values of potential, kinetic and total energy recorded in relation to forced gait are significantly lower than those of physiological gait. Conclusions: Because of the fact that the parameters of gait on the Omni platform vary significantly from the parameters of physical gait, the application of the Omni treadmill in the re-education of gait during rehabilitation should be treated with considerable care. Nonetheless, the treadmill has adequate potential to become a safe simulator enabling active motion in VR using locomotive movements.
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