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Investigation of Neuromuscular Activation in Older Female Adults during a Dynamic and Challenging Virtual Reality Activity: A Cross-Sectional Study.

作者信息

Intziegianni Konstantina, Sarens Marc, Tsivitanidou Olia, Nisiotis Louis, Kovacs Katalin, Nagy Eniko, Christodoulides Efstathios

机构信息

School of Science, University of Central Lancashire Cyprus (UCLan Cyprus), 7080 Pyla, Cyprus.

University College of Physical Education and Sports Recreation, Erasmus Hogeschool Brussel (EHB), 1070 Anderlecht, Belgium.

出版信息

J Funct Morphol Kinesiol. 2024 Aug 24;9(3):143. doi: 10.3390/jfmk9030143.


DOI:10.3390/jfmk9030143
PMID:39311251
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11417879/
Abstract

The use of virtual reality (VR) in older adults promotes improvements in mobility, strength, and balance. Changes in neuromuscular activation have been found to be associated with these improvements; however, during VR activities, this aspect has not been thoroughly investigated. The aim of this study was to investigate neuromuscular activation among older female adults during VR activities. Sixteen older female adults, with the use of VR, performed dynamic punching movements involving elbow flexion/extension for one minute, and the muscle activation of the bicep brachii was recorded with electromyography (EMG) and normalized to the maximal voluntary isometric contraction of elbow flexion. The one-minute activity was divided into three time phases: 0-10 s, 25-35 s, and 50-60 s. The five highest EMG amplitude values (%) in each phase were selected and averaged. Differences between phases were analyzed using repeated ANOVA (α = 0.017). The EMG amplitude for the first phase was 39.1 ± 2.6%, that for the second phase was 44.8 ± 3.0%, and that for the third phase was 49.6 ± 3.1%. Statistically significant differences were found in all phases, with the first phase demonstrating a lower EMG amplitude (%) compared to the second ( = 0.002) and third phases ( = 0.000). The third phase demonstrated a higher EMG amplitude (%) compared to the second phase ( = 0.025). Engagement in VR activities can have significant effects on neuromuscular activation in older female adults, with our findings revealing a significant increase in the EMG amplitude within one minute of commencing a dynamic and challenging activity such as virtual boxing.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/3bceb29524b8/jfmk-09-00143-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/9bafb8f5e37e/jfmk-09-00143-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/32de7fb751e4/jfmk-09-00143-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/74902d214873/jfmk-09-00143-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/3bceb29524b8/jfmk-09-00143-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/9bafb8f5e37e/jfmk-09-00143-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/32de7fb751e4/jfmk-09-00143-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/74902d214873/jfmk-09-00143-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/eba3/11417879/3bceb29524b8/jfmk-09-00143-g004.jpg

相似文献

[1]
Investigation of Neuromuscular Activation in Older Female Adults during a Dynamic and Challenging Virtual Reality Activity: A Cross-Sectional Study.

J Funct Morphol Kinesiol. 2024-8-24

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[7]
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[8]
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[10]
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本文引用的文献

[1]
Tutorial. Surface electromyogram (sEMG) amplitude estimation: Best practices.

J Electromyogr Kinesiol. 2023-10

[2]
Effects of Neuromuscular Training on Physical Performance in Older People: A Systematic Review.

Life (Basel). 2023-3-24

[3]
Effectiveness of virtual reality games in improving physical function, balance and reducing falls in balance-impaired older adults: A systematic review and meta-analysis.

Arch Gerontol Geriatr. 2023-5

[4]
Normalization of the electromyography amplitude during a multiple-set resistance training protocol: Reliability and differences between approaches.

J Electromyogr Kinesiol. 2023-2

[5]
Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study.

J Neuroeng Rehabil. 2020-11-23

[6]
Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.

Syst Rev. 2020-7-18

[7]
The Effect of Proprioceptive Exercises on Balance and Physical Function in Institutionalized Older Adults: A Randomized Controlled Trial.

Arch Phys Med Rehabil. 2020-7-12

[8]
The Effectiveness of Virtual Reality Exercise on Individual's Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review.

Int J Environ Res Public Health. 2020-6-10

[9]
Older Adults With Cognitive and/or Physical Impairments Can Benefit From Immersive Virtual Reality Experiences: A Feasibility Study.

Front Med (Lausanne). 2020-1-15

[10]
Elevated Inflammatory Status and Increased Risk of Chronic Disease in Chronological Aging: Inflamm-aging or ?

Aging Dis. 2019-2-1

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