Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further?

Yi Wang, Qi Chen, Liangchao Liu, Qiuhong He*, James Chung Wai Cheung, Duo Wai Chi Wong*, Yang Liu, Wing Kai Lam

*Corresponding author for this work

Research output: Contribution to journalJournal articlepeer-review

5 Citations (Scopus)

Abstract

This study examined the influence of set-interval and repetition-interval rest time of virtual reality (VR) boxing game in supine-lying posture. Fifty healthy middle-aged adults were randomly assigned into VR and non-VR groups to perform six different exercise protocols with varying set-interval and repetition-interval rest times (S0R0, S0R1/3, S0R2/3, S40R0, S40R1/3, and S40R2/3). Analysis on the non-VR group showed significant differences between exercise protocols for average heart rate (p < 0.001), maximum ventilation volume (p < 0.001), respiratory quotient (p < 0.001), oxygen pulse (p < 0.001), and excess post-exercise oxygen consumption (EPOC) (p = 0.003). VR appeared to have no further improvement on physical training effects in middle-aged adults, while the participants reported negative experience that might be associated with the over-exertion. Future study might need to explore game design elements that can accommodate high-exertion exercises.

Original languageEnglish
Article number107399
Number of pages17
JournaliScience
Volume26
Issue number8
Early online date20 Jul 2023
DOIs
Publication statusPublished - 18 Aug 2023

User-Defined Keywords

  • Computer science
  • Health sciences
  • Human-centered computing

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