The acute effect of throwing training with virtual reality on boccia competitive performance in healthy adults.

Takumi Nagao, Noriaki Maeda, Makoto Komiya, Tsubasa Tashiro, Satoshi Arima, Kazuki Kaneda, Sakura Oda, Yukio Urabe
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引用次数: 0

Abstract

[Purpose] This study aimed to investigate the differences in the acute effects of virtual and actual throwing training on throwing performance. [Participants and Methods] Twenty healthy men and six women with no boccia experience were randomly divided into the virtual and non-virtual groups. The task involved throwing boccia balls at target sets of 2 (short), 5 (middle), and 9 m (long). Both the groups were trained in three rows for each condition. The distance from the ball to the target was calculated as throwing accuracy for both pre- and post-training. Confidence in throwing was measured using a visual analog scale pre-and immediately post-training. A two-way analysis of variance with a post-hoc Bonferroni test or t-test was conducted for throwing accuracy and confidence. [Results] For throwing accuracy, the post hoc test results showed that both groups improved after training, but only in the middle-distance throw. Throwing confidence improved after training in both groups. [Conclusion] Boccia-throwing training using virtual reality may have an acute training effect comparable to that of actual training.

虚拟现实投掷训练对健康成年人滚球竞技成绩的急性影响。
[目的] 本研究旨在探讨虚拟和实际投掷训练对投掷成绩的急性影响差异。[参与者和方法] 20 名健康男性和 6 名没有滚球经验的女性被随机分为虚拟组和非虚拟组。任务包括向 2 米(短)、5 米(中)和 9 米(长)的目标组投掷滚球。每种条件下,两组都进行了三行训练。从球到目标的距离被计算为训练前和训练后的投掷准确度。训练前和训练后立即使用视觉模拟量表测量投掷信心。对投掷精度和信心进行了双向方差分析,并进行了事后 Bonferroni 检验或 t 检验。[结果]在投掷准确性方面,事后检验结果显示,训练后两组学生的投掷准确性都有所提高,但仅限于中距离投掷。两组的投掷信心在训练后都有所提高。[结论]利用虚拟现实技术进行的硬地滚球投掷训练可能具有与实际训练相当的急性训练效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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137
审稿时长
4-8 weeks
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