Effects of Immersive Virtual Reality on the Heart Rate of Athlete’s Warm-Up

Author(s):  
José Varela-Aldás ◽  
Guillermo Palacios-Navarro ◽  
Iván García-Magariño ◽  
Esteban M. Fuentes
2021 ◽  
Author(s):  
Jonathan Hu ◽  
Jonathan D Browne ◽  
Michael T Arnold ◽  
Anthony Robinson ◽  
Marin F Heacock ◽  
...  

BACKGROUND The intersection of games and exercise has sparked the growth of novel training systems with the potential to promote quality physical activity. Innovations in Immersive Virtual Reality (IVR) have propelled “exergaming” to the forefront of the fitness landscape. Researchers have yet to fully explore the physiological and metabolic efficacy and applications of the immersive environment and interactive programming. OBJECTIVE This study aimed to measure metabolic (i.e., energy expenditure (EE)) and physiological (i.e., heart rate (HR)) demands and subjective fatigue and enjoyment scores during a signature 30-minute IVR adaptive cable resistance exergaming session. METHODS Fourteen healthy, college-aged individuals (7 females) were initially acquainted with the equipment and acclimated to the virtual reality and gameplay dynamics. Participants then completed a signature 30-minute exergaming session using an IVR adaptive cable resistance system (Black Box VR ®) that incorporated chest press, squat, row, lat pulldown, overhead press, and stiff leg deadlift. During the session, a portable metabolic gas exchange analysis system assessed energy expenditure by indirect calorimetry and a chest-worn monitor captured heart rate. Immediately following the session, participants completed questionnaires including the Borg scale for Rating of Perceived Exertion (RPE), the Physical Activity Enjoyment Scale (PACES), and the Simulator Sickness Questionnaire (SSQ). RESULTS EE was greater in males compared to females in terms of kcal/min (P = 0.001), total kcal (P = 0.001), and metabolic equivalents (P = 0.029). Females demonstrated a higher average HR (P = 0.020) and HR as a percentage of theoretical HRmax (P = 0.018). The overall mean metabolic equivalent (MET) during the session was 12.9 (0.5). Men achieved greater volume of total weight lifted during the session (P < 0.001) and with chest press (P = 0.005), overhead press (P = 0.001), stiff-leg deadlift (P = 0.002), and squat (P = 0.015). For the questionnaires, the mean (SD) of RPE, PACES and SSQ was 14 (1), 4.31 (0.36) and 24.04 (24.13), respectively. CONCLUSIONS IVR exergaming with resistance cable training elicits substantial EE and very high physiological demand while attenuating perceived psychological and physical fatigue. Further investigations of IVR utility should explore nuanced muscle recruitment patterns during training and long-term regimen adherence.


Author(s):  
Małgorzata Dębska ◽  
Jacek Polechoński ◽  
Arkadiusz Mynarski ◽  
Piotr Polechoński

The aim of the study is to assess enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 50 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-minute sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was relatively high (Omni 5.74 points, Icaros 5.60 points). In the opinion of the majority of participants, AVGs on IVR training devices constitute a sufficiently useful form of movement to meet the needs of PA practiced in free time, and they can even replace some of the classic forms of movement. Intensity of PA during games on training devices was at the level recommended for health benefits for 92% (Omni) and 84% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.


2011 ◽  
Vol 20 (1) ◽  
pp. 78-92 ◽  
Author(s):  
Samantha Finkelstein ◽  
Evan A. Suma

We present the design and evaluation of Astrojumper, an immersive virtual reality exergame developed to motivate players to engage in rigorous, full-body exercise. We performed a user study with 30 people between the ages of 6 and 50 who played the game for 15 min. Regardless of differences in age, gender, activity level, and video game experience, participants rated Astrojumper extremely positively and experienced a significant increase in heart rate after gameplay. Additionally, we found that participants' ratings of perceived workout intensity positively correlated with their level of motivation. Overall, our results demonstrate that Astrojumper effectively motivates both children and adults to exercise through immersive virtual reality technology and a simple, yet engaging, game design.


Author(s):  
José Varela-Aldás ◽  
Esteban M. Fuentes ◽  
Guillermo Palacios-Navarro ◽  
Iván García-Magariño

2021 ◽  
Author(s):  
Manuel Mello ◽  
Lennie Dupont ◽  
Tahnée Engelen ◽  
Adriano Acciarino ◽  
Aline de Borst ◽  
...  

Social threat requires fast adaptive reactions. One prominent threat-coping behavior present in humans is freezing, of which heart rate deceleration and reduced postural mobility are two key components. Previous studies focused mainly on freezing reactions in rodents, but now virtual reality offers unique possibilities for controlled and ecologically valid lab-based experiments. Using immersive virtual reality, this study examined how several understudied aspects of social threat, i.e., emotional body expressions, group affiliation, and distance from the potential threat, affect freezing behavior in humans. Reduced heart rate and postural mobility were observed in participants when they faced aggressive-looking and proximal avatars. Freezing was also observed for ingroup aggression when participants were embodied in a black-skinned virtual body and faced black-skinned aggressive and proximal avatars. Our results, based on a highly ecological virtual reality paradigm, provide novel evidence on the social factors that elicit freezing behavior in humans.


2021 ◽  
Vol 12 ◽  
Author(s):  
Sebastian Rutkowski ◽  
Patryk Szary ◽  
Jerzy Sacha ◽  
Richard Casaburi

Objectives: This cross-sectional, randomly assigned study aimed to assess the influence of immersive virtual reality (VR) on exercise tolerance expressed as the duration of a submaximal exercise test (ET) on a cycle ergometer.Methods: The study enrolled 70 healthy volunteers aged 22–25years. Each participant performed an ET with and without VR. Time- and frequency-domain heart rate variability (HRV) parameters were analyzed for the first 3min (T1), the last 3min (T2), and the time at which the shorter of the two tests terminated (Tiso). In the time domain, a SD of R–R intervals (SDNN) and a root mean square of successive R–R interval differences (RMSSD) in milliseconds were computed. The following spectral components were considered: low frequency (LF), high frequency (HF), total power (TP), and LF/HF ratio. The study was registered in ClinicalTrials.gov (NCT04197024).Results: Compared to standard ET, tests in immersive VR lasted significantly longer (694 vs. 591s, p&lt;0.00001) and were associated with lower HR response across the range of corresponding exercise levels, averaging 5–8 beats/min. In the multiple regression analysis, the ET duration was positively determined by male sex, immersion in VR, and negatively determined by HRT1 and RMSSDT1.Conclusion: Exercising in VR is associated with lower HR which allowed subjects to exercise for a longer time before reaching target heart rate (HR). In addition, the increase in exercise duration was found to be related to an adjustment in autonomic nervous activity at a given work rate favoring parasympathetic predominance.


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