TY - JOUR
T1 - Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?
AU - Wang, Yi
AU - Chen, Qi
AU - Liu, Liangchao
AU - He, Qiuhong
AU - Cheung, James Chung Wai
AU - Wong, Duo Wai Chi
AU - Liu, Yang
AU - Lam, Wing Kai
N1 - Funding Information:
The work was supported by the National Social Science Fund of China (Reference Number: 20BTY029) and the Research Institute for Sports Science and Technology (Reference Number: P0043798). Conceptualization: Q.H. D.W.-C.W. and W.-K.L.; Methodology, Y.W. Q.H. and W.-K.L. Software: J.C.-W.C. and Y.L.; Validation: J.C.-W.C. Q.H. and Y.L.; Formal Analysis: Y.W. Q.C. and L.L.; Investigation: Y.W. Q.C. and L.L.; Resources: Y.W. and Q.H.; Data curation: Y.W. Q.C. and L.L.; Writing – Original Draft: Y.W. and Q.C.; Writing – Review & Editing: D.W.-C.W. and W.-K.L.; Visualization: J.C.-W.C. and Y.L.; Supervision: Y.W. and W.-K.L.; Project Administration: Q.H.; Funding Acquisition: Y.W. and D.W.-C.W. Author (Y.L.) is an employee and shareholder of L&L Technology PTY Ltd. that developed the virtual reality game in this research.
Funding Information:
The work was supported by the National Social Science Fund of China (Reference Number: 20BTY029 ) and the Research Institute for Sports Science and Technology (Reference Number: P0043798 ).
Publisher Copyright:
© 2023 The Author(s)
PY - 2023/8/18
Y1 - 2023/8/18
N2 - This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (S0R0, S0R1/3, S0R2/3, S40R0, S40R1/3, and S40R2/3). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.
AB - This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (S0R0, S0R1/3, S0R2/3, S40R0, S40R1/3, and S40R2/3). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.
KW - Computer science
KW - Health sciences
KW - Human-centered computing
UR - https://www.scopus.com/pages/publications/85166297722
U2 - 10.1016/j.isci.2023.107399
DO - 10.1016/j.isci.2023.107399
M3 - Journal article
AN - SCOPUS:85166297722
SN - 2589-0042
VL - 26
JO - iScience
JF - iScience
IS - 8
M1 - 107399
ER -