虚拟现实运动对年轻人血压和情绪的急性影响

IF 1 4区 医学 Q4 PSYCHIATRY
Pablo Saiz-Gonzalez, Daniel J. McDonough, Wenxi Liu, Zan Gao
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引用次数: 2

摘要

虚拟现实(VR)似乎有可能以一种有趣的方式提供促进体育活动(PA)的机会。本文旨在研究三种不同的基于虚拟现实的运动自行车对年轻人血压(BP)和感觉的急性影响,并与传统的运动自行车进行比较。36名年轻人完成了4个锻炼项目(沉浸式VR骑行、2个非沉浸式VR骑行和传统骑行)。法师= 23.6年)。在每次训练前后立即使用血压袖带测量血压,并在每次训练后立即通过既定的调查评估运动引起的感觉。在重复测量的ANCOVA中,参与者先前的VR经验被用作协变量。两组患者的收缩压[F (2,29) = 3.04, p = 0.02, η2= 0.38]和感觉[F (3,32) = 7.74, p < 0.01, η2= 0.42]均有显著的主要影响。特别是,与两个非沉浸式VR会话相比,沉浸式VR和传统自行车显着增加了收缩压。此外,与两个非沉浸式VR会话相比,沉浸式VR显著增加了感受,而这两个非沉浸式VR练习与传统骑车相比,分别显著增加了感受。研究结果表明,与非沉浸式VR骑行相比,沉浸式VR骑行可能会导致更高的运动强度。此外,与非沉浸式VR和传统骑行相比,沉浸式VR骑行产生了更高的感受。因此,沉浸式vr运动对于年轻人来说是一种有趣且积极的健康促进工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Acute Effects of Virtual Reality Exercise on Young Adults’ Blood Pressure and Feelings
Virtual reality (VR) seems to have the potential to provide opportunities to promote physical activity (PA) in a fun way. This paper aimed to examine the acute effects of three different virtual reality-based exercise bikes on young adults’ blood pressure (BP) and feelings compared to a traditional exercise cycling session. Four exercise sessions (immersive VR cycling, two non-immersive VR cycling, and traditional cycling) were completed by 36 young adults (22 females; Mage = 23.6 years). BP was measured immediately before and after each session using a BP cuff and exercise-induced feelings were assessed via an established survey immediately after each session. Participants’ previous experience with VR was used as the covariate in the ANCOVA with repeated measures. Significant main effects were observed across cycling sessions for systolic blood pressure [F (2, 29) = 3.04, p = 0.02, η2= 0.38)] and feelings [F (3, 32) = 7.74, p < 0.01, η2 = .42]. In particular, immersive VR and traditional cycling significantly increased systolic blood pressure compared to the two non-immersive VR sessions. Moreover, immersive VR significantly increased feelings compared to the two non-immersive VR sessions, whereas these two nonimmersive VR exercises had significantly greater increased feelings compared to traditional cycling, respectively. Findings suggest immersive VR-based exercise cycling may lead to higher exercise intensities compared to nonimmersive VR cycling. Further, immersive VR cycling yielded higher feelings compared to non-immersive VR and traditional cycling. Thus, immersive VR-based exercise can be a fun and physically active health promotion tool among young adults.
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来源期刊
CiteScore
1.70
自引率
7.70%
发文量
52
期刊介绍: This title has ceased (2018). The first journal of its kind in the field, IJMHP publishes materials of distinction, making it essential reading for those with a professional or personal interest in mental health promotion. IJMHP co-ordinates the dissemination of new research outcomes to all those involved in policy making and the implementation of mental health promotion and mental disorder prevention policies. This makes it indispensable to clinical/medical staff, health services researchers, managers, health promoters, educationalists, sociologists, health economists and practitioners from all branches of health and social care, publishing materials by and for all these communities. IJMHP is an official publication of the Clifford Beers Foundation, who work to promote mental health and prevent mental disorders through dissemination of knowledge, training partnerships and consultation. The journal is peer reviewed by an expert international board and acts as a comprehensive information resource designed to increase awareness, foster understanding and promote collaboration between the different disciplines engaged in this diverse activity of study.
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