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虚拟现实游戏对脑卒中幸存者的有氧运动刺激作用。

Aerobic Stimulus Induced by Virtual Reality Games in Stroke Survivors.

机构信息

Exercise Hemodynamic Laboratory, School of Physical Education and Sport, University of São Paulo, São Paulo, SP, Brazil.

Motor Behaviour Laboratory, School of Physical Education and Sport, University of São Paulo, São Paulo, SP, Brazil.

出版信息

Arch Phys Med Rehabil. 2018 May;99(5):927-933. doi: 10.1016/j.apmr.2018.01.014. Epub 2018 Feb 8.

Abstract

OBJECTIVE

To evaluate whether virtual reality games (VRGs) in stroke survivors produce significant and reproducible heart rate and oxygen consumption (V˙o) responses during their execution, corresponding to an intensity between the anaerobic threshold (AT) and the respiratory compensation point (RCP).

DESIGN

Single-subject, repeated-measure design.

SETTING

Stroke survivors registered from a rehabilitation program.

PARTICIPANTS

Chronic hemiparetic stroke survivors (N=12; 10 men; mean age ± SD, 58±12y) rated at 3 or 4 in the Functional Ambulation Categories.

INTERVENTIONS

Participants underwent, in a random order, 2 identical sessions of VRGs (console Xbox 360 + Kinect) and 1 control session (38min watching a movie). The VRG sessions were composed of 4 sets of VRGs (3min of tennis, 1min for changing the game, and 4min of boxing) interspaced with 2 minutes of rest.

MAIN OUTCOME MEASURES

Heart rate and V˙o were measured during the experimental sessions and compared with heart rate and V˙o obtained at AT and RCP assessed during a maximal cardiopulmonary exercise test.

RESULTS

Heart rate and V˙o during VRGs had good reproducibility (intraclass correlation coefficients, ≥.91 and ≥.85, respectively; coefficients of variation, ≤6.7% and ≤13.7%, respectively). Heart rate during VRGs was similar to AT and significantly lower than RCP (P≤.05), while V˙o was significantly lower than AT and RCP (P<.05).

CONCLUSIONS

An acute session of VRGs composed of tennis and boxing games using the console XBox 360 + Kinect promotes reproducible responses of heart rate and V˙o that corresponded, respectively, to AT and below AT, characterizing a low-intensity aerobic stimulus.

摘要

目的

评估虚拟现实游戏(VRG)在脑卒中幸存者执行过程中是否会产生显著且可重复的心率和耗氧量(V˙o)反应,其对应强度在无氧阈(AT)和呼吸补偿点(RCP)之间。

设计

单个体、重复测量设计。

设置

从康复计划中招募的脑卒中幸存者。

参与者

慢性偏瘫脑卒中幸存者(N=12;10 名男性;平均年龄±标准差,58±12 岁)功能步行分类评分为 3 或 4 分。

干预措施

参与者以随机顺序进行 2 次相同的 VRG (Xbox 360 + Kinect 控制台)和 1 次对照(38min 观看电影)。VRG 分为 4 组(3min 网球、1min 换游戏、4min 拳击),每组之间间隔 2 分钟休息。

主要观察指标

在实验过程中测量心率和 V˙o,并与最大心肺运动测试中测得的 AT 和 RCP 时的心率和 V˙o 进行比较。

结果

VRG 期间的心率和 V˙o 具有良好的可重复性(组内相关系数分别≥.91 和≥.85;变异系数分别≤6.7%和≤13.7%)。VRG 期间的心率与 AT 相似,显著低于 RCP(P≤.05),而 V˙o 显著低于 AT 和 RCP(P<.05)。

结论

使用 Xbox 360 + Kinect 控制台的网球和拳击游戏组成的急性 VRG 单次疗程可引起心率和 V˙o 的可重复反应,分别对应 AT 和 AT 以下,为低强度有氧运动刺激。

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