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Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?

This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and...

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Detalles Bibliográficos
Autores principales: Wang, Yi, Chen, Qi, Liu, Liangchao, He, Qiuhong, Cheung, James Chung-Wai, Wong, Duo Wai-Chi, Liu, Yang, Lam, Wing-Kai
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10415930/
https://www.ncbi.nlm.nih.gov/pubmed/37575198
http://dx.doi.org/10.1016/j.isci.2023.107399
Descripción
Sumario:This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (S(0)R(0), S(0)R(1/3), S(0)R(2/3), S(40)R(0), S(40)R(1/3), and S(40)R(2/3)). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.