脊髓损伤患者在室外与虚拟现实室内手臂+FES-腿部自行车运动中的运动反应。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Games for Health Journal Pub Date : 2024-06-01 Epub Date: 2024-05-06 DOI:10.1089/g4h.2023.0047
Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis
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引用次数: 0

摘要

背景:通过虚拟现实(VR)增强脊髓损伤(SCI)患者的室内混合自行车运动可与室外混合自行车运动相媲美。方法:八名患有慢性胸椎缺损性脊髓损伤的患者在混合动力卧式三轮车上进行自主手臂和电动辅助腿部骑车运动。练习在室外和室内进行,采用 VR 技术在大型平板显示器上模拟室外环境。双侧腿部肌肉群受到电刺激。在 30 分钟的室外测试过程中,测量了摄氧量(VO2)、心率、能量消耗和感知消耗量。每次运动后,参与者立即填写调查问卷,记录他们的感知心理反应。测试结果室内 VR 运动的 30 分钟平均 VO2 值更高(室内 VR 运动的平均 VO2 值:1316 ± mL/min 与室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 对比;室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 与室外自行车运动的平均 VO2 值对比):1255 ± 53 mL/min;室内 VR 运动的最高 VO2:1615 ± 67 mL/min vs. 室外自行车运动:1725 ± 67 mL/min):1725 ± 67 毫升/分钟)。在室内 VR 辅助混合功能性电刺激(FES)自行车运动中,手臂和腿部的活动量明显高于室外;手臂高出 42%,腿部高出 23%(P 结论:这项研究提出了将 FES 和室内 VR 运动结合起来的方法:本研究认为,将 FES 和 VR 技术相结合,可为促进 SCI 患者的体育活动或运动康复提供新的机会,因为这两种模式具有相似的 "剂量效力 "和自我感觉努力程度。悉尼大学人类研究伦理委员会编号:01-2010/12385。编号:01-2010/12385。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury.

Background: Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. Method: Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO2), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. Results: Mean 30-minute VO2 was higher for indoor VR exercise (average VO2-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO2-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (P < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. Conclusion: This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar "dose-potency" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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