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The effect of virtual reality exercise on physical fitness
Author(s) -
Dawid Bedrunka,
Katarzyna Buchta,
Patryk Szary,
Katarzyna Maniakowska,
Paweł Kiper,
Anna Rutkowska,
Sebastian Rutkowski
Publication year - 2019
Publication title -
rehabilitacja medyczna
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.108
H-Index - 7
eISSN - 1896-3250
pISSN - 1427-9622
DOI - 10.5604/01.3001.0013.3717
Subject(s) - physical fitness , physical therapy , medicine , test (biology) , psychology , physical medicine and rehabilitation , paleontology , biology
The aim of this study was to assess physical fitness (PF) in healthy volunteers using the Senior Fitness Test (SFT) after a series of training sessions in virtual reality (VR) using the X-box 360 Kinect System.Materials and methods: This pilot study consisted of 32 healthy subjects aged 19 to 24 years (12 males and 20 females) with the mean age of 20.6±1.4 years and the mean BMI of 23.29±2.3. The subjects participated in the study for 2 weeks, at a frequency of 4 sessions weekly. Each session comprised 4 Kinect Adventures games: 20 000 Leaks, Curvy Creak, Rally Ball and Reflex Ridge. The Senior Fitness Test was used to assess physical fitness.Results: Analysis of data showed improvement in Arm-Curl (30.0 repetitions (rep.)) vs. 35.8 rep., p<0.001), Chair Stand (26.6 rep. vs. 30.2 rep., p<0.001), Back Scratch (3.1 cm vs. 6.1 cm, p<0.033), Chair Sit-and-Reach (1.0 cm vs. 5.3 cm, p<0.001), Up-and-Go (3.5 sec. vs. 3.2 sec., p<0.001) and 6-Minute Walk Test (731.3 m vs. 747.8.m, p<0.220). Statistically significant improvement was noted in 5 out of 6 STF trials. Only the 6-Minute Walk test results were not statistically significant.Conclusions: Training using a console with the Kinect motion sensor had positive effects on the physical fitness of the healthy volunteers.

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