通过运动游戏对老年人多维体能训练的测量和感知身体反应

John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia
{"title":"通过运动游戏对老年人多维体能训练的测量和感知身体反应","authors":"John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia","doi":"10.1109/VS-Games.2018.8493433","DOIUrl":null,"url":null,"abstract":"Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.","PeriodicalId":264923,"journal":{"name":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2018-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults\",\"authors\":\"John Edison Muñoz Cardona, A. Gonçalves, M. Cameirão, S. Badia, É. Gouveia\",\"doi\":\"10.1109/VS-Games.2018.8493433\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.\",\"PeriodicalId\":264923,\"journal\":{\"name\":\"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VS-Games.2018.8493433\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VS-Games.2018.8493433","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

Exergames已被用于增加老年人的身体活动水平,以产生健康益处。然而,只有少数研究量化了定制的Exergames产生的身体活动水平,以及它们引发推荐运动水平的能力。本研究调查了定制的Exergames的有效性,该游戏是为多维健身训练而设计的,在激发推荐的运动水平方面。我们依赖于两种不同形式的运动收集的客观(加速度计)和主观(感知运动)信息,包括40分钟的锻炼:运动和常规训练(控制)。受试者间分析涉及两组活跃的老年人(n=33)。控制组采用常规的团体健身训练,干预组采用个性化的健身训练方式。此外,Exergaming参与者的一个小组也进行了常规的训练课程(内部控制),这使得受试者内部比较成为可能。结果显示,在运动期间,参与者花在中等到高强度运动上的时间明显更多,有趣的是,他们感觉到的运动强度明显更低。受试者之间的分析仅在感知运动量表上显示有统计学意义的差异。这项研究有助于揭示与传统训练相比,老年人在训练期间定制的运动游戏对身体活动水平的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Measured and Perceived Physical Responses in Multidimensional Fitness Training through Exergames in Older Adults
Exergames have been used to increase physical activity levels to produce health benefits in older adults. However, only a small number of studies have quantified the physical activity levels produced by custom-made Exergames and their capacity to elicit recommended levels of exercise. This study investigates the effectiveness of custom-made Exergames, designed for multidimensional fitness training, in eliciting recommended levels of exercise. We rely on both objective (accelerometry) and subjective (perceived exertion) information collected in two different modalities of exercise, consisting of 40-minutes sessions: Exergaming and conventional training (Control). A between-subjects analysis was done involving two groups of active older adults (n=33). Participants in the Control-Between condition performed physical activity in conventional group fitness training, while the intervention group used individualized Exergaming as training modality. In addition, a sub-group of the Exergaming participants also performed a conventional training session (Control-Within), which enabled a within-subjects comparison. Results show that participants spent significantly more time in moderate-to-vigorous intensities during Exergaming, interestingly, perceiving significantly lower exertion levels. The between-subjects analysis only presented statistically significant differences for the perceived exertion scale. This study helps to unveil the impact of custom-made Exergames in physical activity levels during training when compared to conventional training for the older adult population.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Towards Robust 3D Skeleton Tracking Using Data Fusion from Multiple Depth Sensors Effectivity of Affine Transformation Knowledge Training Using Game Mechanics Dynamic Systems Theory in Human Movement Exploring Coordination Patterns by Angle-Angle Diagrams Using Kinect Image Warping Using WebGL for a Smart Avatar Animating Body Weight Evolution [Title page]
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1