Physiological Demand, Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study (Preprint)

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.

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.


2017 ◽  
Vol 12 (6) ◽  
pp. 796-802 ◽  
Author(s):  
Annie C. Jeffries ◽  
Lee Wallace ◽  
Aaron J. Coutts

Purpose:To describe the training demands of contemporary dance and determine the validity of using the session rating of perceived exertion (sRPE) to monitor exercise intensity and training load in this activity. In addition, the authors examined the contribution of training (ie, accelerometry and heart rate) and non-training-related factors (ie, sleep and wellness) to perceived exertion during dance training.Methods:Training load and ActiGraphy for 16 elite amateur contemporary dancers were collected during a 49-d period, using heart-rate monitors, accelerometry, and sRPE. Within-individual correlation analysis was used to determine relationships between sRPE and several other measures of training intensity and load. Stepwise multiple regressions were used to determine a predictive equation to estimate sRPE during dance training.Results:Average weekly training load was 4283 ± 2442 arbitrary units (AU), monotony 2.13 ± 0.92 AU, strain 10677 ± 9438 AU, and average weekly vector magnitude load 1809,707 ± 1015,402 AU. There were large to very large within-individual correlations between training-load sRPE and various other internal and external measures of intensity and load. The stepwise multiple-regression analysis also revealed that 49.7% of the adjusted variance in training-load sRPE was explained by peak heart rate, metabolic equivalents, soreness, motivation, and sleep quality (y = –4.637 + 13.817%HRpeak + 0.316 METS + 0.100 soreness + 0.116 motivation – 0.204 sleep quality).Conclusion:The current findings demonstrate the validity of the sRPE method for quantifying training load in dance, that dancers undertake very high training loads, and a combination of training and nontraining factors contribute to perceived exertion in dance training.


GYMNASIUM ◽  
2020 ◽  
Vol XXI (2 (Supplement)) ◽  
pp. 73
Author(s):  
Radenko Arsenijevic ◽  
Igor Ilic ◽  
Veroljub Stankovic

The aims of this study were (a) to assess the ability of the rating of perceived exertion (RPE) to predict performance loss (i.e. percent of drop in height relative to maximal height) of vertical jump session until voluntary failure, and (b) to determine the ability of RPE to describe the physiological demand of this session via heart rate monitor. Ten healthy men performed vertical jumps (counter-movement jump) until voluntary failure. Before session start maximal jump height for every subject was determined. Heart rate and RPE, separately for legs (RPE legs) and for breath (RPE breath), were recorded every ten jumps throughout the sessions. Results have shoved that RPE legs and performance loss have about 99% of same variance ( =0,9899; p<0,000), and RPE breath explains about 98% heart rate variance ( =0,9789; p<0,000) in vertical jump session until voluntary failure.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Paulo R. Santos-Silva ◽  
Cicera C. Duarte ◽  
Bruna B. Osorio ◽  
Julia Maria D.A. Greve ◽  
Guilherme V. Guimaraes

Dance is an enjoyable health-promoting physical activity that many people worldwide incorporate into their lifestyles today. Therefore, dance improves your heart health, overall muscle strength, balance, and coordination, and reduces depression. We aim to gain insights into the effects of samba dance on the cardiorespiratory and metabolic response during an acute session of this dance style for 40-minutes. The study was carried out on 20 female samba dancers. All of them performed two procedures: (1) a cardiopulmonary exercise test on a treadmill for physical fitness aptitude verification and (2) a 40-minutes of samba dancing monitored by analysis of expired gases. The results were: At peak exercise: oxygen uptake (VO2) =32.7 mL.kg-1.min-1; heart rate (HR) =183 bpm; the pulse of oxygen (PO2) =10.9 mL.HR-1, energy expenditure (EE) = 9.9 kcal.min-1and metabolic equivalent (METs)=13.5.Overall, each session of the dance of 40-minutes was performed at a mean VO2 of 22.8 mL.kg-1.min-1 (70%VO2max), heart rate of 162 bpm (89%HRmax), energy expenditure (EE) of 6.5 kcal.min-1 (66%max), metabolic equivalent (METs) of 6.3 (62%max), and the rate of perceived exertion (RPE) of 11.8/20. In conclusion: The findings of the current investigation might suggest that the moderate and vigorous-intensity of the exercise verified in an acute samba dance session is enough to induce a chronic training effect recommended by the criteria established by the American College of Sports Medicine for improving cardiorespiratory fitness. This information may lead to a better understanding of the energy expenditure of samba dance and add to the compendium of physical activity. 


Author(s):  
Cristina Cortis ◽  
Andrea Fusco ◽  
Mitchell Cook ◽  
Scott T. Doberstein ◽  
Cordial Gillette ◽  
...  

Although cycling class intensity can be modified by changing interval intensity sequencing, it has not been established whether the intensity order can alter physiological and perceptual responses. Therefore, this study aimed to determine the effects of interval intensity sequencing on energy expenditure (EE), physiological markers, and perceptual responses during indoor cycling. Healthy volunteers (10 males = 20.0 ± 0.8years; 8 females = 21.3 ± 2.7years) completed three randomly ordered interval bouts (mixed pyramid—MP, ascending intervals—AI, descending intervals—DI) including three 3-min work bouts at 50%, 75%, and 100% of peak power output (PPO) and three 3-min recovery periods at 25% PPO. Heart rate (HR) and oxygen consumption (VO2) were expressed as percentages of maximal HR (%HRmax) and VO2 (%VO2max). EE was computed for both the work bout and for the 5-min recovery period. Session Rating of Perceived Exertion (sRPE) and Exercise Enjoyment Scale (EES) were recorded. No differences emerged for % HRmax (MP = 73.3 ± 6.1%; AI = 72.1 ± 4.9%; DI = 71.8 ± 4.5%), % VO2max (MP = 51.8 ± 4.6%; AI = 51.4 ± 3.9%; DI = 51.3 ± 4.5%), EE (MP = 277.5 ± 39.9 kcal; AI = 275.8 ± 39.4 kcal; DI = 274.9 ± 42.1 kcal), EES (MP = 4.9 ± 1.0; AI = 5.3 ± 1.1; DI = 4.9 ± 0.9), and sRPE (MP = 4.9 ± 1.0; AI = 5.3 ± 1.1; DI = 4.9 ± 0.9). EE during recovery was significantly (p < 0.005) lower after DI (11.9 ± 3.2 kcal) with respect to MP (13.2 ± 2.5 kcal) and AI (13.3 ± 2.5 kcal). Although lower EE was observed during recovery in DI, interval intensity sequencing does not affect overall EE, physiological markers, and perceptual responses.


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. 


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.


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