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Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial

机译:锻炼(XBOX Kinect™)与传统的基于健身房的运动对健康成年人的姿势控制,流量和技术接受度:一项随机对照试验

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摘要

Background - The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults.ududMethods - Fifty healthy active adults (age: 33.8 ± 12.7 years, height: 172.9 ± 11.9 cm, weight: 75 ± 15.8 kg) were recruited; 44 completed both baseline and post-intervention data collection. Participants were randomised (blind card) allocation to one of two groups: (1) received balance training using the XBOX Kinect™ and (2) performed traditional gym-based exercise. Exercises were matched for intensity, duration and movement patterns across groups. All participants completed three, 30-minute, exercise sessions a week for four weeks. Postural sway was measured using a Kistler™ Force platform during unipedal standing. Mean heart rate (HR) and rate of perceived exertion (RPE) were collected during each exercise session to determine and verify that intensity of exercise was matched between groups. Technology acceptance was measured with the Unified Theory of Acceptance and Use of Technology (UTAUT) and flow experience with the Flow State Scale (FSS).ududResults - Heart rate was matched between groups and BORG RPE was significantly lower in the Kinect™ group. There were significant between-group differences in postural sway in the medial-lateral direction and CoP. There were also significant differences in technology acceptance between groups for performance expectancy, social influence and behavioral intention, with higher values in the Kinect exercise group. The flow state scale showed significant differences between the groups on several dimensions, with higher values in the Kinect exercise group.ududConclusion - Objective physiological demand of exercise (HR) was matched across groups, but the exergaming group perceived it as being less demanding and of lower intensity. This suggests that exergaming may offer an alternative method of rehabilitation exercise through improved concordance. Balance training in healthy adults using the Kinect is both accepted and intrinsically motivating.
机译:背景-使用健身操可以替代传统的平衡训练方法,因为它可能是重复性的并且有些单调。这项研究的目的是评估使用XBOX Kinect™与没有虚拟刺激(TGB)的传统基于健身房的运动进行的锻炼对年轻健康成年人的姿势控制,技术接受度,流动经验和运动强度的影响。 udMethods-招募了50名健康活跃的成年人(年龄:33.8±12.7公斤,身高:172.9±11.9厘米,体重:75±15.8公斤); 44位患者完成了基线数据和干预后数据的收集。参与者被随机分配(盲卡)到两组之一:(1)使用XBOX Kinect™进行平衡训练;(2)进行传统的基于健身房的锻炼。根据组间强度,持续时间和运动方式对运动进行匹配。所有参与者每周完成三场30分钟的锻炼,持续四个星期。在单足站立期间,使用Kistler™Force平台测量姿势摇摆。在每次运动过程中收集平均心率(HR)和感知劳累率(RPE),以确定并验证两组运动强度是否匹配。技术验收采用统一的技术验收和技术使用理论(UTAUT)进行评估,而流量经验则采用流动状态量表(FSS)进行评估。 ud ud结果-Kinect™中的心率匹配组和BORG RPE明显较低组。在内侧-外侧方向和CoP上的姿势摇摆之间存在显着的组间差异。组之间在技术预期,社会影响力和行为意愿方面的技术接受度也存在显着差异,而Kinect锻炼组的值更高。流动状态量表在几个维度上显示了各组之间的显着差异,在Kinect运动组中数值较高。 ud ud结论-锻炼的客观生理需求(HR)在各组中均匹配,但是运动锻炼组认为该需求较低苛刻且强度较低。这表明,通过提高协调性,锻炼身体可以提供一种替代锻炼方法。使用Kinect在健康成年人中进行平衡训练既被接受又具有内在动机。

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