For individuals with a spinal cord injury or dysfunction (SCI/D), opportunities to exercise are limited and are usually not highly motivating experiences. Exercise programs or extracurricular activities may help increase or maintain the cardiovascular fitness level of individuals with SCI/D. The GAME(Wheels) system, an interface between a portable roller system and a computer, enables an individual to control a video game by propelling his or her wheelchair. The purpose of this study was to investigate whether the propulsive forces used during video play, both with and without the GAME(Wheels) system, were different. A secondary purpose was to examine differences in metabolic parameters during exercise under these two conditions. Ten manual wheelchair users exercised on the GAME(Wheels) system with and without controlling a video game. Physiological and kinetic data were collected six times during two exercise trials. Kinetic data were recorded with the SMART(Wheel) and used to investigate propulsion forces. No significant differences were found in the resultant force, rate of rise, or number of hand contacts with the pushrims. This study showed that propulsion pattern did not change significantly when wheelchair users exercised while playing a computer video game. Oxygen consumption, ventilation, and heart rate were significantly different (p < 0.05) between the two groups during the last three exercise intervals and cooldown. Playing a video game while exercising may help to motivate manual wheelchair users to exercise longer and regularly, something that was reported by this study's subjects; likewise, exercising while playing a video game may not be associated with higher pushrim forces and stroke frequencies.
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J Strength Cond Res
December 2024
School of Psychology, Faculty of Life and Health Sciences, Ulster University, Coleraine, Northern Ireland.
Edwards, AM, Coleman, D, Fuller, J, Kesisoglou, A, and Menting, SGP. Time perception and enjoyment of professional soccer players in different training sessions: Implications for assessment of session-RPE and training load. J Strength Cond Res 38(12): e754-e760, 2024-The purpose of this study was to investigate whether the perception of time and enjoyment levels among professional soccer players varied according to the type of training undertaken and whether this influenced the training load (TL) assessment method of session-rating of perceived exertion (sRPE).
View Article and Find Full Text PDFJ Strength Cond Res
September 2024
School of Psychology, Faculty of Life and Health Sciences, Ulster University, Coleraine, Northern Ireland.
Edwards, AM, Coleman, D, Fuller, J, Kesisoglou, A, and Menting, SGP. Time perception and enjoyment of professional soccer players in different training sessions: Implications for assessment of session-RPE and training load. J Strength Cond Res XX(X): 000-000, 2024-The purpose of this study was to investigate whether the perception of time and enjoyment levels among professional soccer players varied according to the type of training undertaken and whether this influenced the training load (TL) assessment method of session-rating of perceived exertion (sRPE).
View Article and Find Full Text PDFGames Health J
January 2025
Department of Physical Education and Sport, University of Madeira, Funchal, Portugal.
Due to the exponential growth in technology, exergames emerged as a potential tool to foster physical activity (PA) levels. This study provides an overall view of the literature on the effects of exergaming on physical fitness components among overweight and obese children and adolescents. A systematic review and meta-analysis following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines was performed in the PubMed, Web of Science, and Scopus databases.
View Article and Find Full Text PDFData Brief
February 2025
Facultad de Educación, Universidad Indoamérica, Quito, Ecuador.
This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. The data were collected using an adapted version of Pacman through the ClassTools.net platform, where traditional quiz questions were integrated into gameplay mechanics.
View Article and Find Full Text PDFNeurocomputing (Amst)
January 2025
Department of Electrical and Computer Engineering, University of Maryland at College Park, 8223 Paint Branch Dr, College Park, MD, 20740, USA.
Inference using deep neural networks on mobile devices has been an active area of research in recent years. The design of a deep learning inference framework targeted for mobile devices needs to consider various factors, such as the limited computational capacity of the devices, low power budget, varied memory access methods, and I/O bus bandwidth governed by the underlying processor's architecture. Furthermore, integrating an inference framework with time-sensitive applications - such as games and video-based software to perform tasks like ray tracing denoising and video processing - introduces the need to minimize data movement between processors and increase data locality in the target processor.
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