虚拟现实普拉提训练对年轻健康个体姿势维持和流畅持续时间的影响:随机交叉试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-10-19 DOI:10.2196/49080
Sung Je Park, Jea Woog Lee
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引用次数: 0

摘要

背景:本研究探讨了使用虚拟现实(VR)技术来提高普拉提运动中低强度动作和姿势的有效性和持续时间。我们假设,通过利用虚拟现实中的流动状态,个人可以在保持高水平流动的同时进行更长时间的这些练习。目的:比较VR普拉提训练与传统普拉提训练在姿势维持和流量方面的差异,以及这两个因素之间的相关性。方法:每组18名参与者接受VR训练或常规训练,并在2天的退出期后切换到另一种训练类型。每组在VR环境和传统环境中进行普拉提运动,分为4种类型。培训课程结束后,使用自我报告问卷对参与者的流量进行评估。此外,还使用了一个体育视频分析程序来测量两个视频录制会话中姿势保持的持续时间。对测量的姿势维持持续时间和流量得分进行重复测量ANOVA和相关性分析。在所有情况下,统计显著性水平均设置为PR。结果:按类型划分的姿势维持验证持续时间的结果显示,简单行为(F1,16=17.631;P1,16=6.083;P=0.04),上半身-腿部协调行为(F1,16=8.359;P1,16=8.426;P1,12=15.250;P结论:我们的研究结果表明,VR普拉提训练在改善姿势维持的持续时间方面可能比传统普拉提训练更有用,并且与传统普拉提训练相比,它能显著提高流畅度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.

Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.

Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.

Effects of Virtual Reality Pilates Training on Duration of Posture Maintenance and Flow in Young, Healthy Individuals: Randomized Crossover Trial.

Background: This study explored the use of virtual reality (VR) technology to enhance the effectiveness and duration of low-intensity movements and postures in Pilates-derived exercises. We postulate that by leveraging the flow state in VR, individuals can engage in these exercises for longer periods while maintaining a high level of flow.

Objective: The purpose of this study was to compare differences in posture maintenance and flow between VR Pilates training and conventional Pilates training, and the correlation between the 2 factors.

Methods: The 18 participants in each group received either VR training or conventional training and were switched to the other training type after a 2-day wash-out period. Each group performed Pilates movements in a VR environment and a conventional environment, divided into 4 types. After training sessions, participants were evaluated for flow using a self-report questionnaire. In addition, a sports video analysis program was used to measure the duration of posture maintenance in 2 video-recorded sessions. Repeated-measures ANOVA and correlation analysis were performed on the measured duration of posture maintenance and flow scores. In all cases, the statistical significance level was set at P<.05.

Results: Results for the duration of posture maintenance verification by type showed that simple behavior (F1,16=17.631; P<.001), upper body-arm coordination behavior (F1,16=6.083; P=.04), upper body-leg coordination behavior (F1,16=8.359; P<.001), and whole-body coordination behavior (F1,16=8.426; P<.001) all showed an interaction effect at P<.05. Flow (F1,16=15.250; P<.001) also showed an interaction effect. In addition, significant correlations were determined between duration of all types of posture maintenance and flow in the VR training group at P<.05.

Conclusions: Our results indicate that VR Pilates training may be more useful than conventional Pilates training in improving the duration of posture maintenance and that it promotes a significantly higher degree of flow when compared with conventional Pilates training.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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