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
{"title":"通过沉浸式虚拟现实游戏平台改善实地健身测量:随机对照试验","authors":"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","doi":"10.3389/frvir.2024.1290711","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":3,"journal":{"name":"ACS Applied Electronic Materials","volume":" 2","pages":""},"PeriodicalIF":4.7000,"publicationDate":"2024-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Field-based fitness measures improve via an immersive virtual reality exergaming platform: a randomized controlled trial\",\"authors\":\"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\",\"doi\":\"10.3389/frvir.2024.1290711\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":3,\"journal\":{\"name\":\"ACS Applied Electronic Materials\",\"volume\":\" 2\",\"pages\":\"\"},\"PeriodicalIF\":4.7000,\"publicationDate\":\"2024-03-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACS Applied Electronic Materials\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.3389/frvir.2024.1290711\",\"RegionNum\":3,\"RegionCategory\":\"材料科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"ENGINEERING, ELECTRICAL & ELECTRONIC\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACS Applied Electronic Materials","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/frvir.2024.1290711","RegionNum":3,"RegionCategory":"材料科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"ENGINEERING, ELECTRICAL & ELECTRONIC","Score":null,"Total":0}
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.
期刊介绍:
ACS Applied Electronic Materials is an interdisciplinary journal publishing original research covering all aspects of electronic materials. The journal is devoted to reports of new and original experimental and theoretical research of an applied nature that integrate knowledge in the areas of materials science, engineering, optics, physics, and chemistry into important applications of electronic materials. Sample research topics that span the journal's scope are inorganic, organic, ionic and polymeric materials with properties that include conducting, semiconducting, superconducting, insulating, dielectric, magnetic, optoelectronic, piezoelectric, ferroelectric and thermoelectric.
Indexed/Abstracted:
Web of Science SCIE
Scopus
CAS
INSPEC
Portico