Gomez David, Browne Jonathan D, Almalouhi Abdulrahman, Abundex Max, Hu Jonathan, Nason Sally, Kull Nicholas, Mills Cade, Harris Quincy, Ku Richard, Neufeld Eric V, Dolezal Brett A
Airway & Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California-Los Angeles, Los Angeles, CA, USA.
School of Medicine, California University of Science and Medicine, Colton, CA, USA.
Int J Exerc Sci. 2022 Jan 1;15(7):261-275. doi: 10.70252/MACS7628. eCollection 2022.
The purpose of this exploratory study was to characterize muscle activation via surface electromyography (sEMG), user-perceived exertion, and enjoyment during a 30-minute session of immersive virtual reality (IVR) cable resistance exergaming. Ten healthy, college-aged males completed a signature 30-minute exergaming session using an IVR adaptive cable resistance system that incorporated six traditional compound exercises. Muscle activation (sEMG) was captured during the session with a wearable sEMG system. Rated of Perceived Exertion (RPE) and Physical Activity Enjoyment Scale (PACES) were recorded following the session. Pectoralis major showed the highest activation during chest press, deltoids showed the highest activation on overhead press, latissimus dorsi showed the highest activation during lat pulldown and row exercises, hamstrings were the most activated muscles during Romanian deadlift, and glutes showed the highest activity during squats. RPE and PACES mean scores were 14 (1) and 4.27 (0.38), respectively. IVR exergaming with resistance cable training provides an enjoyable experience and distracts practitioners from exertion while exercising at a high intensity. Results from this study suggest similar muscle activation responses compared to traditional resistance exercises as demonstrated with prior evidence. This novel form of exercise might have important repercussions for improving health outcomes among those who find it challenging to adhere to and enjoy exercise routines, as well as with little knowledge on how to progress in their resistance training. Further investigations are needed to explore long-term adaptations and to assess if IVR exergaming has additional benefits compared to traditional resistance training.
这项探索性研究的目的是,通过表面肌电图(sEMG)、用户感知的运动强度和愉悦感,对沉浸式虚拟现实(IVR)缆线阻力健身游戏30分钟过程中的肌肉激活情况进行特征描述。10名健康的大学适龄男性使用一个IVR自适应缆线阻力系统完成了一次标志性的30分钟健身游戏课程,该系统包含六项传统复合运动。在课程期间,使用可穿戴sEMG系统采集肌肉激活(sEMG)数据。课程结束后记录感知运动强度分级(RPE)和身体活动愉悦感量表(PACES)。胸大肌在卧推时激活程度最高,三角肌在推举时激活程度最高,背阔肌在下拉和划船练习时激活程度最高,腘绳肌在罗马尼亚硬拉时是激活程度最高的肌肉,臀大肌在深蹲时活动程度最高。RPE和PACES的平均得分分别为14(1)和4.27(0.38)。带有阻力缆线训练的IVR健身游戏提供了一种愉悦的体验,能让锻炼者在高强度锻炼时分散对运动强度的注意力。本研究结果表明,与传统阻力训练相比,肌肉激活反应相似,正如先前证据所证明的那样。这种新颖的运动形式可能对改善健康状况具有重要影响,对于那些觉得坚持和享受日常锻炼具有挑战性、且对阻力训练如何进阶了解甚少的人来说尤其如此。需要进一步研究来探索长期适应性,并评估IVR健身游戏与传统阻力训练相比是否具有额外益处。