Investigation of Neuromuscular Activation in Older Female Adults during a Dynamic and Challenging Virtual Reality Activity: A Cross-Sectional Study.

IF 2.6 Q1 SPORT SCIENCES
Konstantina Intziegianni, Marc Sarens, Olia Tsivitanidou, Louis Nisiotis, Katalin Kovacs, Eniko Nagy, Efstathios Christodoulides
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Abstract

The use of virtual reality (VR) in older adults promotes improvements in mobility, strength, and balance. Changes in neuromuscular activation have been found to be associated with these improvements; however, during VR activities, this aspect has not been thoroughly investigated. The aim of this study was to investigate neuromuscular activation among older female adults during VR activities. Sixteen older female adults, with the use of VR, performed dynamic punching movements involving elbow flexion/extension for one minute, and the muscle activation of the bicep brachii was recorded with electromyography (EMG) and normalized to the maximal voluntary isometric contraction of elbow flexion. The one-minute activity was divided into three time phases: 0-10 s, 25-35 s, and 50-60 s. The five highest EMG amplitude values (%) in each phase were selected and averaged. Differences between phases were analyzed using repeated ANOVA (αadj = 0.017). The EMG amplitude for the first phase was 39.1 ± 2.6%, that for the second phase was 44.8 ± 3.0%, and that for the third phase was 49.6 ± 3.1%. Statistically significant differences were found in all phases, with the first phase demonstrating a lower EMG amplitude (%) compared to the second (p = 0.002) and third phases (p = 0.000). The third phase demonstrated a higher EMG amplitude (%) compared to the second phase (p = 0.025). Engagement in VR activities can have significant effects on neuromuscular activation in older female adults, with our findings revealing a significant increase in the EMG amplitude within one minute of commencing a dynamic and challenging activity such as virtual boxing.

调查老年女性在动态和挑战性虚拟现实活动中的神经肌肉激活情况:一项横断面研究
在老年人中使用虚拟现实(VR)可促进活动能力、力量和平衡能力的提高。研究发现,神经肌肉激活的变化与这些改善有关;然而,在 VR 活动中,这方面的研究还不够深入。本研究旨在调查老年女性在 VR 活动中的神经肌肉激活情况。16 名老年女性利用 VR 进行了一分钟涉及肘关节屈伸的动态冲拳运动,并用肌电图(EMG)记录了肱二头肌的肌肉激活情况,并将其归一化为肘关节屈伸的最大自主等长收缩。一分钟的活动分为三个时间阶段:每个阶段选取五个最高的肌电图振幅值(%)并求平均值。采用重复方差分析(αadj = 0.017)分析各阶段之间的差异。第一阶段的肌电图振幅为 39.1 ± 2.6%,第二阶段为 44.8 ± 3.0%,第三阶段为 49.6 ± 3.1%。在所有阶段中都发现了明显的统计学差异,第一阶段的肌电图振幅(%)低于第二阶段(p = 0.002)和第三阶段(p = 0.000)。与第二阶段相比,第三阶段的肌电图振幅(%)较高(p = 0.025)。参与虚拟现实活动会对老年女性的神经肌肉激活产生显著影响,我们的研究结果表明,在开始虚拟拳击等动态和具有挑战性的活动后一分钟内,EMG 振幅会显著增加。
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来源期刊
Journal of Functional Morphology and Kinesiology
Journal of Functional Morphology and Kinesiology Health Professions-Physical Therapy, Sports Therapy and Rehabilitation
CiteScore
4.20
自引率
0.00%
发文量
94
审稿时长
12 weeks
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