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交互式虚拟现实可减少高强度骑行时的股四头肌疼痛。

Interactive Virtual Reality Reduces Quadriceps Pain during High-Intensity Cycling.

机构信息

Department of Kinesiology, University of Georgia, Athens, GA.

Grady College of Journalism and Mass Communication, University of Georgia, Athens, GA.

出版信息

Med Sci Sports Exerc. 2019 Oct;51(10):2088-2097. doi: 10.1249/MSS.0000000000002016.

DOI:10.1249/MSS.0000000000002016
PMID:31033903
Abstract

PURPOSE

Brief, high-intensity cycling is popular because physiological benefits accrue with a short workout time, but burning pain in the quadriceps is a potential barrier to engaging in this type of exercise. Virtual reality (VR) can temporarily decrease pain, but its effect on muscle pain during high-intensity exercise is unknown. The primary purpose of this experiment was to test whether adding interactive VR (I-VR) to high-intensity cycling could reduce quadriceps pain or improve performance.

METHODS

Ninety-four adults who were physically active in their leisure time and age 18 to 29 yr completed three 30-s sprint interval cycling trials at a high resistance (0.085- and 0.075-kg resistance to the flywheel per kilogram body weight for men and women, respectively). In this randomized between-subject experiment, participants cycled while wearing a head-mounted display and viewing either (i) a dynamically changing cityscape perceived as interactively cycling through a virtual city (I-VR group) or (ii) a static picture of the cityscape with instructions to mentally imagine cycling through that city (static VR/motor imagery control group).

RESULTS

Sphericity-adjusted 2 × 3 (group-time) ANOVA revealed a significant group-time interaction (F = 4.568; df = 1.499, 133.301; ηp = 0.047, P = 0.021) for pain intensity. With I-VR, pain intensities were 13.3% (mean, 4.60 vs 5.31; d = 0.28) and 11.8% (mean, 5.68 vs 6.44; d = 0.27) lower at sprint trials 2 and 3, respectively. The group-time interaction (P = 0.412) was not significant for total work.

CONCLUSION

Compared with a static VR/motor imagery control condition, I-VR during brief, high-intensity, fatigue-inducing leg cycling attenuates quadriceps pain intensity without reducing performance.

摘要

目的

短暂、高强度的骑行很受欢迎,因为短时间的锻炼就能带来生理上的益处,但股四头肌的灼烧痛可能会成为进行这种运动的潜在障碍。虚拟现实(VR)可以暂时减轻疼痛,但它对高强度运动中肌肉疼痛的影响尚不清楚。本实验的主要目的是测试在高强度骑行中加入交互式 VR(I-VR)是否可以减轻股四头肌疼痛或提高表现。

方法

94 名在闲暇时间积极运动、年龄在 18 至 29 岁的成年人完成了三次 30 秒冲刺间隔骑行试验,阻力为高阻力(男性为飞轮每公斤体重 0.085-0.075 公斤,女性为飞轮每公斤体重 0.085-0.075 公斤)。在这个随机的被试间实验中,参与者戴着头戴式显示器骑行,同时观看一个动态变化的城市景观,感觉自己在虚拟城市中互动骑行(I-VR 组),或者观看城市景观的静态图片,同时被指示在心理上想象自己在那个城市中骑行(静态 VR/运动想象对照组)。

结果

经过球对称调整的 2×3(组-时间)方差分析显示,疼痛强度存在显著的组-时间交互作用(F=4.568;df=1.499,133.301;ηp=0.047,P=0.021)。在使用 I-VR 时,第 2 次和第 3 次冲刺试验的疼痛强度分别降低了 13.3%(平均值 4.60 与 5.31;d=0.28)和 11.8%(平均值 5.68 与 6.44;d=0.27)。组-时间交互作用(P=0.412)对于总工作量并不显著。

结论

与静态 VR/运动想象对照组相比,在短暂的、高强度的、导致疲劳的腿部骑行中使用 I-VR 可以减轻股四头肌的疼痛强度,而不会降低表现。

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