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Kaloriförbrukning vid AVG-utövande : En kvantitativ studie angående fysisk påfrestningAnselmius, Johan January 2012 (has links)
AbstraktInledning Det råder en omfattande hälsoproblematik idag och fysisk inaktivitet är en bidragande orsak. Stillasittandet har ökat i västvärlden och för att fånga även dessa individer erbjuder Tv-spelsmarknaden fysiskt aktiva spel. Handkontroll och stillasittande byts ut mot individens kroppsrörelser. Det finns till och med spel som räknar individens kaloriförbrukning under spelets gång.Syfte Syftet med studien är att se om det råder en signifikant skillnad gällande kaloriförbrukning mellan Your shape och indirekt kalorimetri samt hur Your shape förhåller sig mot Nintendo Wii boxing utifrån de fysiologiska variabler hjärtfrekvens och kaloriförbrukning.Metod En experimentell studiedesign genomfördes på 12 deltagare (7 kvinnor och 5 fem män med en medelvärdeskaraktärisering på 22.2 år, 67,9 kg, 171,3 cm och 23,0 BMI) med hjälp av indirekt kalorimetri i form av en portabel Oxycon Mobile Pro. VO2 och HF uppmättes under testet för att därefter räkna ut testpersonernas kaloriförbrukning. Spelkonsolen bestod av Microsoft xbox 360 med tillhörande kinect samt AVG-spelet Your shape. Av de fyra träningspassen som Your shape erbjuder valdes konditionsboxning ut till denna studie. Den statistiska beräkningen sattes till P = 0.05 och ett parat T-test genomfördes i SPSS.Resultat En signifikant skillnad existerade (P = 0.03) gällande kaloriförbrukning mellan Your shape och Oxycon Mobile Pro. Medelvärdet för testet gällande tid var 32 min och Your shape resulterade i ett medelvärdet på 139.7 kcal och Oxycon Mobile Pro 157.8. En skillnad på 12 %. Your shape underestimerar kaloriförbrukningen jämfört mot Oxycon Mobile Pro.Your shape redovisade högre resultat för både kcal/min och HF jämfört mot Nintendo Wii boxing.Slutsats Det finns en signifikant skillnad mellan Your shape och Oxycon Mobile Pro, nämligen en underskattning från Your shape med 12 %. Vilket ger en god uppskattning av kalorimätaren. Your shape är ett modernare AVG-spel jämfört mot Wii boxing men kräver liknande fysisk påfrestning.
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The effects of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in a healthy young subject populationBarry, Gillian January 2014 (has links)
This thesis investigated the effect of exergaming versus mirror matched gym based exercise with no virtual stimuli on technology acceptance, flow and postural control in healthy young adults. Firstly a review of literature was performed analysing the effects of technology acceptance and flow on exergaming, and the effects of exergaming on postural control. Results showed the plausible nature of exergaming as an immersive environment and the potential to improve postural control. However, some major gaps in the literatures were identified. Technology acceptance had never been applied in exergaming and flow had only partly been applied to exergaming in limited studies. Additionally the effects of exergaming on postural control had shown some potential benefits, however no study had truly analysed the effects of exergaming on postural control by analysing mirror matched exercise with no virtual stimulus. The purpose of this thesis was to address these important areas of research and contribute novel evidence to the field. In two separate studies, 38 non active and 50 active young healthy adults took part in either exergaming based training or mirror matched gym based exercise with no virtual stimuli. Technology acceptance (behavioural intention), flow and postural control were measured at pre and post exercise intervention. Technology acceptance results showed that performance expectancy was significantly higher in the exergaming group in both studies, as well as being a significant predictor of behavioural intention at both pre and post exercise testing. In the second study, only, performance expectancy, social influences, and behavioural intention where statistically significantly higher for the exergaming group compared to the mirror matched gym based exercise with no virtual stimuli on technology acceptance, highlighting greater levels of acceptance into the exercise environment. Flow results showed greater levels immersion in the exergaming groups, especially in terms of clear goals, unambiguous feedback, action awareness merging, transformation of time and loss of self- consciousness. The effects of exergaming on postural control showed significant improvements in anterior- posterior standard deviation and range for the exergaming group in study one, and improvements in medio-lateral range in study two. Study two also showed significant improvement over time (pre-post exercise) for medio-lateral SD, range and centre of pressure. Evidence from both studies suggests that exergaming may offer an immersive environment for exercise which has a positive effect on behavioural intention to keep using the exergaming system in the future. With regards to postural control evidence from both studies suggest that exergaming may offer a new method of exercise to improve static postural control.
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A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb KinematicsIrwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
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A Bbiomechanical Assessment of Active Video Gaming in Children with Cerebral Palsy Detailing Energy Expenditure, Muscle Activations, and Upper Limb KinematicsIrwin, Jennifer D. 08 December 2011 (has links)
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played against a real opponent, dominant arm activity increased, while hemiplegic arm activity decreased. The results of this thesis indicate that AVGs may be an enjoyable and relatively safe option for children with CP to attain moderate physical activity.
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