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虚拟现实投掷训练对健康成年人博克球竞技表现的急性影响。

The acute effect of throwing training with virtual reality on boccia competitive performance in healthy adults.

作者信息

Nagao Takumi, Maeda Noriaki, Komiya Makoto, Tashiro Tsubasa, Arima Satoshi, Kaneda Kazuki, Oda Sakura, Urabe Yukio

机构信息

Department of Sports Rehabilitation, Graduate School of Biomedical and Health Sciences, Hiroshima University: 1-2-3 Kasumi, Minami-ku, Hiroshima 734-8553, Japan.

Institute for Human Movement and Medical Sciences, Niigata University of Health and Welfare, Japan.

出版信息

J Phys Ther Sci. 2024 Oct;36(10):662-666. doi: 10.1589/jpts.36.662. Epub 2024 Oct 1.

DOI:10.1589/jpts.36.662
PMID:39354931
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11441894/
Abstract

[Purpose] This study aimed to investigate the differences in the acute effects of virtual and actual throwing training on throwing performance. [Participants and Methods] Twenty healthy men and six women with no boccia experience were randomly divided into the virtual and non-virtual groups. The task involved throwing boccia balls at target sets of 2 (short), 5 (middle), and 9 m (long). Both the groups were trained in three rows for each condition. The distance from the ball to the target was calculated as throwing accuracy for both pre- and post-training. Confidence in throwing was measured using a visual analog scale pre-and immediately post-training. A two-way analysis of variance with a post-hoc Bonferroni test or t-test was conducted for throwing accuracy and confidence. [Results] For throwing accuracy, the post hoc test results showed that both groups improved after training, but only in the middle-distance throw. Throwing confidence improved after training in both groups. [Conclusion] Boccia-throwing training using virtual reality may have an acute training effect comparable to that of actual training.

摘要

[目的] 本研究旨在调查虚拟投掷训练与实际投掷训练对投掷表现的急性影响差异。[参与者与方法] 20名无地滚球经验的健康男性和6名女性被随机分为虚拟组和非虚拟组。任务包括向2米(短距离)、5米(中距离)和9米(长距离)的目标组投掷地滚球。两组在每种条件下均进行三排训练。训练前和训练后均计算球到目标的距离作为投掷准确性。使用视觉模拟量表在训练前和训练后立即测量投掷信心。对投掷准确性和信心进行双因素方差分析及事后Bonferroni检验或t检验。[结果] 对于投掷准确性,事后检验结果表明两组训练后均有提高,但仅在中距离投掷中。两组训练后投掷信心均有所提高。[结论] 使用虚拟现实的地滚球投掷训练可能具有与实际训练相当的急性训练效果。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a895/11441894/bcc49d72b916/jpts-36-662-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a895/11441894/700df73eb0c2/jpts-36-662-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a895/11441894/bcc49d72b916/jpts-36-662-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a895/11441894/700df73eb0c2/jpts-36-662-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a895/11441894/bcc49d72b916/jpts-36-662-g002.jpg

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基于虚拟现实的动作观察有助于获得身体驱动假肢控制技能。
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Virtual Reality interventions for acute and chronic pain management.虚拟现实干预用于急性和慢性疼痛管理。
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