Perceived Exertion of Physical Activity During Pregnancy

2015 ◽  
Vol 12 (7) ◽  
pp. 1039-1043 ◽  
Author(s):  
Mallory R. Marshall ◽  
James M. Pivarnik

Background:Maternal physical activity declines across gestation, possibly due to changing perception of physical activity intensity. Our purpose was to a) determine whether rating of perceived exertion (RPE) during a treadmill exercise changes at a given energy expenditure, and b) identify the influence of prepregnancy physical activity behavior on this relationship.Methods:Fifty-one subjects were classified as either exercisers (N = 26) or sedentary (N = 25). Participants visited our laboratory at 20 and 32 weeks gestation and at 12 weeks postpartum. At each visit, women performed 5 minutes of moderate and vigorous treadmill exercise; speed was self-selected. Heart rate (HR), oxygen consumption (VO2), and RPE were measured during the last minute at each treadmill intensity.Results:At moderate intensity, postpartum VO2 was higher compared with 20- or 32-week VO2, but there was no difference for HR or RPE. For vigorous intensity, postpartum HR and VO2 were higher than at 32 weeks, but RPE was not different at any time points.Conclusions:RPE does not differ by pregnancy time point at either moderate or vigorous intensity. However, relative to energy cost, physical activity was perceived to be more difficult at 32 weeks compared with other time points. Pregnant women, then, may compensate for physiological changes during gestation by decreasing walking/running speeds.

2021 ◽  
Vol 12 ◽  
Author(s):  
Talita Dias da Silva ◽  
Paula Lumy da Silva ◽  
Elisa de Jesus Valenzuela ◽  
Eduardo Dati Dias ◽  
Amanda Orasmo Simcsik ◽  
...  

IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy (CP).ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality (VR) implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had CP (14 males and 8 females, mean age = 19 years, ranging between 11 and 28 years) and 22 typically developing individuals, matched by age and sex to the individuals with CP. Participants practiced a coincident timing game1 and we measured movement performance and physical activity intensity using the rating of perceived exertion Borg scale.ResultsAll participants were able to engage with the VR therapy remotely, reported enjoying sessions, and improved performance in some practice moments. The most important result in this cross-sectional study was the significant increasing in rating of perceived exertion (through Borg scale) in both groups during practice and with CP presenting a higher rating of perceived exertion.ConclusionChildren with CP enjoyed participating, were able to perform at the same level as their peers on certain activities and increased both their performance and physical activity intensity when using the game, supporting the use of serious games for this group for home therapy and interactive games.Clinical Trials Registrationhttps://Clinicaltrials.gov, NCT04402034. Registered on May 20, 2020.


2021 ◽  
Vol 3 (2) ◽  
pp. 44
Author(s):  
Bayu Aji Mayogya Putra ◽  
Reni Hendrarati Masduchi ◽  
Martha Kurnia Kusumawardani

Background: Physical activity (PA) has been associated with multiple health benefits. However, the global population does not meet the PA recommendations. Virtual reality exergaming (VR EXG) can become an option to increase PA because it is fun, relatively easy to access and affordable through popular commercial devices.Aim: To investigate the immediate cardiovascular responses(blood pressure, heart rate), quantification of PA intensity(percentage of maximum heart rate (%HRmax), Borg’s rating of perceived exertion (RPE), and the level of enjoyment using visual analog scale (VAS) while playing VR EXG.Material and Methods: Fifteen healthy men (aged 31.87±3.14 years old, body mass index 23.77±2.47 kg/m2) undergone three“Fitness Boxing” Nintendo Switch™ playing modes in the same order: (1) single player-normal tempo, (2) single player-fast tempo and (3) versus. During playing, participant’s HR was monitored using Polar H10 heart rate sensor. Blood pressure was measured before and after playing. Borg’s RPE and VAS were collected after playing.Results: Our results showed significant heart rate and systolic blood pressure increase (p = 0.001) in all three playing conditions, whereas diastolic blood pressure was relatively constant (p > 0.05). The Borg’s RPE were in 12-13 range (moderate) and %HRmax range between 72- 81% (vigorous). The enjoyment level was found greatest in versus mode compared to other playing modes.Conclusion: VR EXG Nintendo Switch™ “Fitness Boxing” can elicit immediate cardiovascular responses and provides an enjoyable moderate to vigorous PA intensity in healthy male adults, and can be used to meet the weekly PA recommendations. 


2013 ◽  
Vol 1 (2) ◽  
pp. 21 ◽  
Author(s):  
Eva Guérin ◽  
Michelle S. Fortier ◽  
Shane N. Sweet

The nature of the association between physical activity and positive affect is complex, prompting experts to recommend continued examination of moderating variables. The main purpose of this 2-week field study was to examine the influence of situational motivational regulations from self-determination theory (SDT) on changes in positive affect from pre- to post- to 3-hours post-physical activity. Another purpose was to clarify the relationship between physical activity intensity [<em>i.e</em>., Ratings of Perceived Exertion (RPE)] and positive affect at the stated time points. This study employed an experience sampling design using electronic questionnaires. Sixty-six healthy and active, multiple-role women provided recurrent assessments of their physical activity, situational motivation, and positive affect in their everyday lives over a 14-day period. Specifically, measures were obtained at the three time points of interest (<em>i.e</em>., pre-, post-, 3-hours post-physical activity). The data were analyzed using multilevel modeling. Results showed that intrinsic motivation was related to post-physical activity positive affect while the influence of identified regulation appeared 3-hours post-physical activity. In addition, RPE, which was significantly predicted by levels of introjection, was more strongly associated with an increase in positive affect post-physical activity than three hours later. The theoretical implications of these findings <em>vis-à vis </em>SDT, namely in regards to a viable motivational sequence predicting the influence of physical activity on affective states, are discussed. The findings regarding the differential influences of RPE and motivational regulations carries applications for facilitating women&rsquo;s well-being.


2020 ◽  
Vol 28 (5) ◽  
pp. 731-739
Author(s):  
Eric J. Evans ◽  
Keith E. Naugle ◽  
Tyler Owen ◽  
Kelly M. Naugle

Whether active gaming is an appropriate method to facilitate moderate-intensity physical activity in older adults remains unclear. The purpose of this study was to evaluate the intensity of physical activity and enjoyment while playing three active video games in older adults compared with younger adults. Ten younger and 10 older adults played three active games on separate days. Participants played two 15-min periods per game: one period at a self-selected intensity and one period with structured instructions to maximize the movement. Physical activity intensity and enjoyment were measured during gameplay. The results indicated that older adults played games at significantly higher intensities (5.3 + 1.8 vs. 3.6 + 1.8 metabolic equivalents), spent less time in whole-body sedentary activity, and rated games more enjoyable compared with younger adults. With physical activity intensity being consistent with moderate-to-vigorous intensity for older adults during gameplay, the results suggest that active video games could be used as a cardiovascular tool for older adults.


2011 ◽  
Vol 8 (2) ◽  
pp. 164-173 ◽  
Author(s):  
Amy E. Mark ◽  
Ian Janssen

Background:Despite the plethora of research examining the physical activity-adiposity relation in youth, questions remain regarding the ideal intensity. Therefore, the purpose of this study was to explore the independent effects of physical activity intensity and incidental movement on total and trunk adiposity.Methods:The sample consisted of 1165 youth aged 8 to 17 years from the 2003−04 U.S. National Health and Nutrition Examination Survey. Physical activity (low, moderate, vigorous intensity) and incidental movement (activity level when not physically active) were measured using Actigraph accelerometers over 7 days. Total body and trunk fat were measured using dual-energy X-ray absorptiometry; age- and sex-specific percentile scores were calculated.Results:Bivariate analyses revealed an inverse relation between total, low, moderate and vigorous intensity physical activity with total body and trunk fat. After consideration of the total volume of physical activity in the multivariate analyses, moderate-to-vigorous intensity physical activity remained significantly related to total and trunk fat. Participants with the highest (top 12.5%) moderate-to-vigorous intensity activity values had total fat percentile scores that were 34 points lower than participants with the lowest (bottom 25%) values.Conclusion:These results are consistent with public health guidelines which recommend that children and youth participate in moderate-to-vigorous intensity physical activity.


2018 ◽  
Author(s):  
Sam Graeme Morgan Crossley ◽  
Melitta Anne McNarry ◽  
Michael Rosenberg ◽  
Zoe R Knowles ◽  
Parisa Eslambolchilar ◽  
...  

BACKGROUND A significant proportion of youth in the United Kingdom fail to meet the recommended 60 minutes of moderate-to-vigorous physical activity every day. One of the major barriers encountered in achieving these physical activity recommendations is the perceived difficulty for youths to interpret physical activity intensity levels and apply them to everyday activities. Personalized physical activity feedback is an important method to educate youths about behaviors and associated outcomes. Recent advances in 3D printing have enabled novel ways of representing physical activity levels through personalized tangible feedback to enhance youths’ understanding of concepts and make data more available in the everyday physical environment rather than on screen. OBJECTIVE The purpose of this research was to elicit youths’ (children and adolescents) interpretations of two age-specific 3D models displaying physical activity and to assess their ability to appropriately align activities to the respective intensity. METHODS Twelve primary school children (9 boys; mean age 7.8 years; SD 0.4 years) and 12 secondary school adolescents (6 boys; mean age 14.1 years; SD 0.3 years) participated in individual semistructured interviews. Interview questions, in combination with two interactive tasks, focused on youths’ ability to correctly identify physical activity intensities and interpret an age-specific 3D model. Interviews were transcribed verbatim, content was analyzed, and outcomes were represented via tables and diagrammatic pen profiles. RESULTS Youths, irrespective of age, demonstrated a poor ability to define moderate-intensity activities. Moreover, children and adolescents demonstrated difficulty in correctly identifying light- and vigorous-intensity activities, respectively. Although youths were able to correctly interpret different components of the age-specific 3D models, children struggled to differentiate physical activity intensities represented in the models. CONCLUSIONS These findings support the potential use of age-specific 3D models of physical activity to enhance youths’ understanding of the recommended guidelines and associated intensities.


2018 ◽  
Vol 7 (11) ◽  
pp. 433 ◽  
Author(s):  
Daniel McDonough ◽  
Zachary Pope ◽  
Nan Zeng ◽  
Jung Lee ◽  
Zan Gao

This study evaluated the effects of exergaming on college students’ energy expenditure (EE), moderate-to-vigorous physical activity (MVPA), light physical activity (LPA), rating of perceived exertion (RPE), and enjoyment compared to traditional treadmill exercise, and sex differences. Sixty college students (30 female; X ¯ age = 23.6 ± 4.1 years) completed three 20-min exercise sessions on Xbox 360 Kinect Just Dance (Microsoft, Redmond, WA, USA), Xbox 360 Kinect Reflex Ridge (Microsoft, Redmond, WA, USA), and treadmill walking. Their EE and PA were assessed by ActiGraph accelerometers (ActiGraph Co.; Pensacola, FL, USA); RPE every four min; enjoyment via an established scale. Significant exercise-type by sex interaction effects were observed for RPE (p < 0.01): females reported significantly lower RPE during exergaming sessions but significantly higher RPE during treadmill walking. Results revealed significant main effects for all outcomes between exercise sessions (all p < 0.01): treadmill walking resulted in significantly higher metabolic equivalents (METs), MVPA, and EE (p < 0 .01), yet lower LPA (p < 0.01), compared to the two exergaming sessions. Participants’ RPE was significantly higher during treadmill walking than during exergaming sessions, with exergaming eliciting significantly higher enjoyment (all p < 0.01). College students find exergaming more enjoyable and report lower RPE compared to traditional treadmill exercise, though not yet matching the moderate physiological intensity level.


Author(s):  
James Roemmich ◽  
LuAnn Johnson ◽  
Grace Oberg ◽  
Joley Beeler ◽  
Kelsey Ufholz

Less physical activity among rural residents may contribute to rural-urban health disparities. Parks can be ideal community resources for promoting physical activity. This study compared park visitation and activity intensity at 15 urban and 15 rural parks matched for acreage and amenities. Parks were observed in the morning, afternoon, and evening on 4 days to determine number of visitors, activity intensity, and amenity use. A total of 5486 visitors were observed with no differences in percentages of males (55.5% vs. 53.9%) and females (44.5% vs. 46.1%) or percentages of weekday (82.4% vs. 81.9%) and weekend (17.6% vs. 18.1%) visitors. The probability of visitors sitting was greater and in moderate intensity activity lower at rural parks. A greater proportion of children (25.0% vs. 14.5%) in rural parks, and teens in urban parks (8.0% vs. 69.6%), were observed on sport fields. A greater proportion of adults in urban areas (12.5% vs. 46.0%) were observed spectating sports. Greater proportions of rural children (10.9% vs. 3.5%), teens (34.1% vs. 12.4%), and adults (38.9% vs. 10.1%) were observed using shelters. Thus, when similar amenities are available, rural and urban parks are used differently, especially by youth. The urban park study results cannot be wholly applied to rural parks.


2017 ◽  
Vol 24 (9) ◽  
pp. 1257-1267 ◽  
Author(s):  
Gregory A Panza ◽  
Beth A Taylor ◽  
Paul D Thompson ◽  
C Michael White ◽  
Linda S Pescatello

The effect of physical activity intensity on subjective well-being has not been well established. We examined this relationship among 419 healthy adults using objective and subjective physical activity measurements (sample size varied among well-being assessments). For accelerometers, light-intensity physical activity positively associated with psychological well-being ( n = 150) and negatively associated with depression ( n = 99); moderate intensity negatively associated with pain severity ( n = 419) and positively associated with psychological well-being; sedentary behavior negatively associated with psychological well-being and positively associated with depression ( ps < .05). These findings were generally consistent with subjective measurements of physical activity (Question 8, Paffenbarger Questionnaire). Higher levels of sedentary behavior are associated with lower subjective well-being.


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