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Measuring Energy Expenditure During Virtual Reality Gaming : = A Pilot Study.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Measuring Energy Expenditure During Virtual Reality Gaming :/
其他題名:
A Pilot Study.
作者:
Young, Brennan.
其他作者:
Triche, Brennan,
面頁冊數:
1 online resource (34 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
Contained By:
Dissertations Abstracts International84-11B.
標題:
Physical therapy. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30488471click for full text (PQDT)
ISBN:
9798379513603
Measuring Energy Expenditure During Virtual Reality Gaming : = A Pilot Study.
Young, Brennan.
Measuring Energy Expenditure During Virtual Reality Gaming :
A Pilot Study. - 1 online resource (34 pages)
Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
Thesis (D.P.T.)--Franciscan Missionaries of Our Lady University, 2023.
Includes bibliographical references
Background: Virtual Reality (VR) is often used for "exergaming," where participants perform exercise while participating in virtual environments. Boxing is a popular exergame using virtual reality. The Compendium of Physical Activity (CPA) is a collection of the energy expenditure of different physical activities. The 2011 CPA notes that hitting a punching bag averages 5.5 METs; sparring averages 7.8 METs; and boxing in-ring averages 12.8 METs. The CPA does not include energy expenditure of VR exergaming. Purpose: The purpose of this pilot study was to evaluate heart rate (HR), rating of perceived exertion (RPE), and oxygen consumption (VO2) during VR gaming to estimate energy expenditure (MET level) in young, healthy participants. Methods: Indirect calorimetry was used to estimate MET levels. 8 healthy, young participants volunteered for the pilot study. Subjects donned the Oculus Quest 2 VR headset and the K5 Cosmed® metabolic cart facemask to measure VO2 and HR. Participants competed in the "Thrill of the Fight" boxing game for three, two-minute rounds against a moderate difficulty opponent. Participants also were given a 1-minute rest break between each round. RPE levels were also recorded from the participants. Results: Average HR at the beginning of each rest break were 162 ± 19.0 bpm, 174 ± 17.0 bpm, and 183 ± 14.0 bpm respectively. Average at the end of each rest break were 147 ± 27.0 bpm, 150 ± 27.0 bpm, and 150 ± 23.0 bpm respectively. The average METS at the beginning of each rest break was 8.8 ± 3.0, 9.1±2.3, and 9.5 ± 1.2 METS. The average METS recorded at the end of each rest break were 8.2 ± 1.2, 7.3 ± 1.3, and 7.8 ± 0.5 METS. Average RPE's from the 8 subjects at the end of each round were 5.6 ± 1.5, 7 ± 1.3, and 8.0 ± 1.7. Discussion/Conclusions: This pilot study was safe and feasible. In comparison to the Compendium of Physical Activities, the MET levels recorded with VR boxing were similar to the standard METS for boxing. More research is recommended using a larger, diversified sample as well as other types of physical activity with VR.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798379513603Subjects--Topical Terms:
588713
Physical therapy.
Subjects--Index Terms:
BoxingIndex Terms--Genre/Form:
542853
Electronic books.
Measuring Energy Expenditure During Virtual Reality Gaming : = A Pilot Study.
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Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
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Advisor: Swafford, Albert.
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Includes bibliographical references
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Background: Virtual Reality (VR) is often used for "exergaming," where participants perform exercise while participating in virtual environments. Boxing is a popular exergame using virtual reality. The Compendium of Physical Activity (CPA) is a collection of the energy expenditure of different physical activities. The 2011 CPA notes that hitting a punching bag averages 5.5 METs; sparring averages 7.8 METs; and boxing in-ring averages 12.8 METs. The CPA does not include energy expenditure of VR exergaming. Purpose: The purpose of this pilot study was to evaluate heart rate (HR), rating of perceived exertion (RPE), and oxygen consumption (VO2) during VR gaming to estimate energy expenditure (MET level) in young, healthy participants. Methods: Indirect calorimetry was used to estimate MET levels. 8 healthy, young participants volunteered for the pilot study. Subjects donned the Oculus Quest 2 VR headset and the K5 Cosmed® metabolic cart facemask to measure VO2 and HR. Participants competed in the "Thrill of the Fight" boxing game for three, two-minute rounds against a moderate difficulty opponent. Participants also were given a 1-minute rest break between each round. RPE levels were also recorded from the participants. Results: Average HR at the beginning of each rest break were 162 ± 19.0 bpm, 174 ± 17.0 bpm, and 183 ± 14.0 bpm respectively. Average at the end of each rest break were 147 ± 27.0 bpm, 150 ± 27.0 bpm, and 150 ± 23.0 bpm respectively. The average METS at the beginning of each rest break was 8.8 ± 3.0, 9.1±2.3, and 9.5 ± 1.2 METS. The average METS recorded at the end of each rest break were 8.2 ± 1.2, 7.3 ± 1.3, and 7.8 ± 0.5 METS. Average RPE's from the 8 subjects at the end of each round were 5.6 ± 1.5, 7 ± 1.3, and 8.0 ± 1.7. Discussion/Conclusions: This pilot study was safe and feasible. In comparison to the Compendium of Physical Activities, the MET levels recorded with VR boxing were similar to the standard METS for boxing. More research is recommended using a larger, diversified sample as well as other types of physical activity with VR.
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