The Effects of Whole-Body Vibration (WBV) Evaluated Using Cognitive Brain-Training App Games on Tablet or Cell phone for Both Genders

Herbert Câmara Nick, Maria Lucia Machado Duarte, Pedro Vieira Xavier
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This has sparked the interest of the scientific community in conducting studies focusing on how this interaction of the individual with the cellular can affect cognitive performance. The present article intends to constitute an analysis on the effects of whole-body vibration exposure on cognition in university students assessed through the use of a game application for cognitive brain training on a cell phone or tablet for both genders. The aim of this work is to present the results of the influence of whole-body vibration on cognition in different variables (gender, type of device used and frequency of exposure) as a contribution to scientific and technological research. Forty people, being 20 females and 20 males, participated in the experimental test, having to exercise their cognitive abilities through the use of an application for brain-training games. It was based on traffic light images. When the green light appeared, the subjects had to click as quick as possible on the screen, being the processing speed the objective measure. The individuals were subdivided into groups to be able to verify the influence of the vibration according to the type of mobile device (smartphone or tablet) used for the game, gender of the volunteer (female or male) and whole-body vibration frequency (5 Hz or 30 Hz) and with 0.8 m/s<sup>2</sup> of amplitude. The WBV exposure duration was 10 min. After the exposure, participants remained at rest for 5 min while playing a new round of the game. In this way, it was possible to acquire data before and during exposure to vibration and following a period of rest after the exposure. Considering the collected data, a nonparametric statistical analysis (Mann–Whitney tests) was necessary. The results showed decay in the game score during the time with vibration in relation to the initial time without vibration. However, there is a tendency for recovery in the score obtained in the game during the time at rest after the exposure to the vibration in relation to the initial time at rest without vibration. Comparing the use of cell phone versus tablet, it is evident that for the same-gender group under the influence of vibration at the same frequency, better results are obtained with the use of tablet. With exposure to whole-body vibration at the 30 Hz frequency, volunteers presented better results than those subjected to the effects of whole-body vibration at 5 Hz frequency. When one compares the male and female genders, maintaining the same frequency and type of device of each group, it was found that the female group performed slightly better than the male one. The study sought to verify how the cognition and whole-body vibration relate. 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引用次数: 2

Abstract

Advances in the technology of mobile devices and wireless computers have transformed the way individuals communicate, making people’s use of such devices very frequent while traveling by means of transport. Vibrations are found in a variety of human activities, such as travel, leisure and work activities, and therefore, exposure is unavoidable to the individual. In order to maximize the time during the trip, people try to keep their minds active with study or work activities or in search of socialization for the purpose of distraction or entertainment. This has sparked the interest of the scientific community in conducting studies focusing on how this interaction of the individual with the cellular can affect cognitive performance. The present article intends to constitute an analysis on the effects of whole-body vibration exposure on cognition in university students assessed through the use of a game application for cognitive brain training on a cell phone or tablet for both genders. The aim of this work is to present the results of the influence of whole-body vibration on cognition in different variables (gender, type of device used and frequency of exposure) as a contribution to scientific and technological research. Forty people, being 20 females and 20 males, participated in the experimental test, having to exercise their cognitive abilities through the use of an application for brain-training games. It was based on traffic light images. When the green light appeared, the subjects had to click as quick as possible on the screen, being the processing speed the objective measure. The individuals were subdivided into groups to be able to verify the influence of the vibration according to the type of mobile device (smartphone or tablet) used for the game, gender of the volunteer (female or male) and whole-body vibration frequency (5 Hz or 30 Hz) and with 0.8 m/s2 of amplitude. The WBV exposure duration was 10 min. After the exposure, participants remained at rest for 5 min while playing a new round of the game. In this way, it was possible to acquire data before and during exposure to vibration and following a period of rest after the exposure. Considering the collected data, a nonparametric statistical analysis (Mann–Whitney tests) was necessary. The results showed decay in the game score during the time with vibration in relation to the initial time without vibration. However, there is a tendency for recovery in the score obtained in the game during the time at rest after the exposure to the vibration in relation to the initial time at rest without vibration. Comparing the use of cell phone versus tablet, it is evident that for the same-gender group under the influence of vibration at the same frequency, better results are obtained with the use of tablet. With exposure to whole-body vibration at the 30 Hz frequency, volunteers presented better results than those subjected to the effects of whole-body vibration at 5 Hz frequency. When one compares the male and female genders, maintaining the same frequency and type of device of each group, it was found that the female group performed slightly better than the male one. The study sought to verify how the cognition and whole-body vibration relate. Moreover, this paradigm served to analyze whether there is any deficit effect or improvement in the individual’s performance in performing certain types of activities due to some influence on the cognitive processes of information processing speed. By observing the analyzed aspects, it is concluded that the exposure to whole-body vibration at both applied frequencies exerts a delay in the reaction and accuracy of the information speed process, with the individual recovering in the acquired score after cessation of vibratory excitation. Therefore, whole-body vibration is an important parameter in all cognitive processes, and further studies should be suggested, implying other variables in the process, in order to verify how the individual behaves and how much it influences cognitive system.

使用平板电脑或手机上的认知脑训练应用游戏评估全身振动(WBV)的效果
移动设备和无线计算机技术的进步改变了人们的交流方式,使人们在乘坐交通工具旅行时使用这些设备非常频繁。振动存在于各种各样的人类活动中,如旅行、休闲和工作活动,因此,对个人来说,接触是不可避免的。为了最大限度地利用旅行中的时间,人们试图通过学习或工作活动或寻求社交活动来保持思维活跃,以分散注意力或娱乐。这激发了科学界对研究个体与细胞的相互作用如何影响认知表现的兴趣。本文旨在通过使用手机或平板电脑上的认知脑训练游戏应用程序,对大学生全身振动暴露对认知的影响进行分析。这项工作的目的是展示全身振动对不同变量(性别、使用的设备类型和暴露频率)的认知影响的结果,作为对科学和技术研究的贡献。40人参加了这项实验测试,其中20名女性和20名男性,他们必须通过使用一款大脑训练游戏应用程序来锻炼自己的认知能力。它是基于交通灯的图像。当绿光出现时,受试者必须尽可能快地点击屏幕,这是客观衡量的处理速度。根据游戏使用的移动设备类型(智能手机或平板电脑)、志愿者的性别(女性或男性)和全身振动频率(5 Hz或30 Hz)以及0.8 m/s2的振幅,将这些人细分为小组,以便能够验证振动的影响。WBV暴露时间为10分钟。暴露后,参与者休息5分钟,进行新一轮游戏。通过这种方式,可以在暴露于振动之前和期间以及暴露后休息一段时间后获取数据。考虑到收集到的数据,有必要进行非参数统计分析(Mann-Whitney检验)。结果表明,与初始无振动时间相比,有振动时间的游戏分数有所下降。然而,在振动暴露后的休息时间内,在游戏中获得的分数与未振动的初始休息时间相比有恢复的趋势。对比手机和平板电脑的使用情况,可以明显看出,在同一频率振动影响下,同性群体使用平板电脑的效果更好。暴露在30赫兹频率的全身振动下的志愿者比暴露在5赫兹频率的全身振动下的志愿者表现出更好的效果。当对男女性别进行比较时,保持各组设备的频率和类型相同,发现女性组的表现略好于男性组。该研究试图验证认知和全身振动之间的关系。此外,该范式还用于分析个体在执行某些类型的活动时,是否由于对信息处理速度的认知过程的某种影响而产生缺陷效应或改善。通过对分析方面的观察,得出两个频率下的全身振动暴露对信息速度过程的反应和准确性都有延迟,个体在振动激励停止后在获得的分数中恢复。因此,全身振动是所有认知过程中的重要参数,需要进一步研究,暗示过程中的其他变量,以验证个体的行为方式及其对认知系统的影响程度。
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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