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基于虚拟现实的分散注意力对中高强度踏车运动过程中和运动后疼痛、表现和焦虑的影响。

Virtual reality-based distraction on pain, performance, and anxiety during and after moderate-vigorous intensity cycling.

机构信息

Center for Traumatic Brain Injury Research, Kessler Foundation, East Hanover, NJ, USA; Department of Physical Medicine and Rehabilitation, Rutgers-NJ Medical School, Newark, NJ, USA.

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

出版信息

Physiol Behav. 2022 Jun 1;250:113779. doi: 10.1016/j.physbeh.2022.113779. Epub 2022 Mar 11.

DOI:10.1016/j.physbeh.2022.113779
PMID:35283175
Abstract

PURPOSE

To determine whether increased visual perceptual load (PL) within an immersive virtual environment may help explain previously shown pain-relieving effects of virtual reality (VR) during high intensity cycling.

METHODS

Using a within-subjects design, participants cycled at a perceptually "hard" intensity for 10 min on three separate occasions. The first session did not use VR (i.e., no perceptual load - NPL). Subsequent sessions employed VR during cycling with either a low or high perceptual load (LPL or HPL). Quadriceps pain intensity (PI) was reported by participants throughout cycling.

RESULTS

Data were analyzed for 43 healthy participants (20 females, mean age 21  [SD 1.4]). For PI, ANOVA showed there were significant main effects of condition (F = 13.458, df =1.579, 66.334, p<0.001) and time (F = 113.045, df =1.618, 227.683, p<0.001). At every time point, t-tests revealed mean PI was significantly lower in the NPL than in the LPL condition (t(42)=4.737, p<0.001, d = 0.472) and HPL condition (t(42)=3.380, p = 0.002, d = 0.391). Dependent t-tests showed that more work (kilojoules) was performed during the LPL condition than the NPL (t(42)=2.992, p = 0.005) and HPL (t(42)=5.810, p<0.001) conditions.

CONCLUSIONS

Compared to a traditional 10-minute bout of cycle ergometry (NPL), individuals who cycled in the LPL condition chose to exercise at a higher intensity despite greater PI. Those who cycled in the HPL condition did not change their exercise intensity, but did report higher PI, possibly, because of the greater mental effort/energy requirement.

摘要

目的

确定沉浸式虚拟环境中增加视觉感知负荷(PL)是否有助于解释先前虚拟现实(VR)在高强度骑行过程中的镇痛作用。

方法

使用被试内设计,参与者在三种不同情况下以感知上“困难”的强度进行了 10 分钟的骑行。第一个阶段不使用 VR(即无感知负荷-NPL)。随后的阶段在骑行时使用低或高感知负荷(LPL 或 HPL)的 VR。参与者在整个骑行过程中报告股四头肌疼痛强度(PI)。

结果

对 43 名健康参与者(20 名女性,平均年龄 21[SD 1.4])进行数据分析。对于 PI,方差分析显示条件(F=13.458,df=1.579,66.334,p<0.001)和时间(F=113.045,df=1.618,227.683,p<0.001)有显著的主效应。在每个时间点,t 检验显示 NPL 时的平均 PI 显著低于 LPL 条件(t(42)=4.737,p<0.001,d=0.472)和 HPL 条件(t(42)=3.380,p=0.002,d=0.391)。依赖 t 检验显示,LPL 条件下的工作量(千焦耳)大于 NPL 条件(t(42)=2.992,p=0.005)和 HPL 条件(t(42)=5.810,p<0.001)。

结论

与传统的 10 分钟自行车测力计(NPL)相比,尽管 PI 较高,在 LPL 条件下骑行的个体选择以更高的强度进行锻炼。在 HPL 条件下骑行的人并没有改变他们的运动强度,但他们确实报告了更高的 PI,可能是因为需要更多的精神努力/能量。

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