Mitchell S. Mologne, Trent Yamamoto, Michael Viggiano, August E. Blatney, Ross J. Lechner, Thalia H. Nguyen, Aaron Doyle, Jason P. Farrales, Eric V. Neufeld, B. Dolezal
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This study aimed to assess changes in field-based fitness tests including the 1-mile run, 20-m dash, multiple single-leg hop-stabilization test, Abalakov jump, and 5-10-5 Pro Agility test during a 1-month workout protocol and to compare differences between groups assigned to either an IVR machine-directed exergaming platform or a traditional, self-directed cable-resistance training control (SELF). Eighteen (7 females) college-aged participants with little resistance training experience were randomized to IVR or SELF and worked out thrice weekly for 4 weeks (12 sessions). Wilcoxon rank-sum tests were performed for continuous variables to assess significance. Compared to SELF, the IVR group had significantly better performance improvements in 20 m dash (−0.1s vs. 0.0s, p = 0.022), 5-10-5 Pro Agility Test (−0.1s vs. −0.0s, p = 0.003), Abalakov Jump (5.8 cm vs. 2.0 cm, p = 0.0013), 1-Mile Run (−11.0s vs. −2.0s, p = 0.008), and Multiple Single-Leg Hop-Stabilization Test with their dominant (−9.0s vs. 1.0s, p = 0.0015) and non-dominant (−8.0s vs. 1.0s, p = 0.003) legs. 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引用次数: 0
摘要
虽然最近在沉浸式虚拟现实(IVR)外联网游戏研究中出现了大量基于实验室的传统体能测量方法,但在基于实地的体能领域仍然很少见,实地体能指的是在正规实验室环境之外进行的评估,这种评估更容易、更便宜,也更有实际应用价值。本研究旨在评估在为期1个月的锻炼方案中,实地体能测试(包括1英里跑、20米短跑、多次单腿跳跃稳定测试、阿巴拉科夫跳和5-10-5专业敏捷性测试)的变化,并比较被分配到IVR机器指导的体能游戏平台或传统的、自我指导的电缆阻力训练对照组(SELF)之间的差异。18名缺乏阻力训练经验的大学生(7 名女性)被随机分配到 IVR 或 SELF 组,在 4 周内每周锻炼三次(12 次)。对连续变量进行 Wilcoxon 秩和检验以评估其显著性。与 SELF 相比,IVR 组在 20 米短跑(-0.1 秒 vs. 0.0 秒,p = 0.022)、5-10-5 专业敏捷性测试(-0.1 秒 vs. -0.0秒,p = 0.003)、阿巴拉科夫跳(5.8 厘米 vs. 2.0 cm,p = 0.0013)、一英里跑(-11.0s vs. -2.0s,p = 0.008)以及优势腿(-9.0s vs. 1.0s,p = 0.0015)和非优势腿(-8.0s vs. 1.0s,p = 0.003)的多单腿跳跃稳定测试。这项训练研究表明,与传统的阻力训练(SELF)相比,IVR 外部游戏更能提高许多现场体能要素,包括敏捷性、平衡性和稳定性、速度/加速度、心血管耐力和下半身力量。
Field-based fitness measures improve via an immersive virtual reality exergaming platform: a randomized controlled trial
While there has been a recent onslaught of traditional lab-based fitness measures in immersive virtual reality (IVR) exergaming research, there remains a paucity in the field-based fitness domain, which refers to assessments made outside a formal laboratory setting which are easier, cheaper, and have more practical application. This study aimed to assess changes in field-based fitness tests including the 1-mile run, 20-m dash, multiple single-leg hop-stabilization test, Abalakov jump, and 5-10-5 Pro Agility test during a 1-month workout protocol and to compare differences between groups assigned to either an IVR machine-directed exergaming platform or a traditional, self-directed cable-resistance training control (SELF). Eighteen (7 females) college-aged participants with little resistance training experience were randomized to IVR or SELF and worked out thrice weekly for 4 weeks (12 sessions). Wilcoxon rank-sum tests were performed for continuous variables to assess significance. Compared to SELF, the IVR group had significantly better performance improvements in 20 m dash (−0.1s vs. 0.0s, p = 0.022), 5-10-5 Pro Agility Test (−0.1s vs. −0.0s, p = 0.003), Abalakov Jump (5.8 cm vs. 2.0 cm, p = 0.0013), 1-Mile Run (−11.0s vs. −2.0s, p = 0.008), and Multiple Single-Leg Hop-Stabilization Test with their dominant (−9.0s vs. 1.0s, p = 0.0015) and non-dominant (−8.0s vs. 1.0s, p = 0.003) legs. This training study demonstrates that IVR exergaming, more so than those that traditionally resistance train (SELF), can improve many field-based fitness components including agility, balance and stability, speed/acceleration, cardiovascular endurance, and lower-body power.