Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/108473
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dc.contributorDepartment of Biomedical Engineering-
dc.contributorResearch Institute for Sports Science and Technology-
dc.creatorWang, Yen_US
dc.creatorChen, Qen_US
dc.creatorLiu, Len_US
dc.creatorHe, Qen_US
dc.creatorCheung, JCWen_US
dc.creatorWong, DWCen_US
dc.creatorLiu, Yen_US
dc.creatorLam, WKen_US
dc.date.accessioned2024-08-19T01:58:37Z-
dc.date.available2024-08-19T01:58:37Z-
dc.identifier.urihttp://hdl.handle.net/10397/108473-
dc.language.isoenen_US
dc.publisherCell Pressen_US
dc.rights© 2023 The Author(s). This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Wang, Y., Chen, Q., Liu, L., He, Q., Cheung, J. C.-W., Wong, D. W.-C., Liu, Y., & Lam, W.-K. (2023). Training effects of set- and repetition-interval rest time on recumbent-boxing exercise: Could virtual reality improve further? iScience, 26(8), 107399 is available at https://doi.org/10.1016/j.isci.2023.107399.en_US
dc.titleTraining effects of set- and repetition-interval rest time on recumbent-boxing exercise : could virtual reality improve further?en_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume26en_US
dc.identifier.issue8en_US
dc.identifier.doi10.1016/j.isci.2023.107399en_US
dcterms.abstractThis 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. Graphical abstract: [Figure not available: see fulltext.]-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationiScience, 18 Aug. 2023, v. 26, no. 8, 107399en_US
dcterms.isPartOfiScienceen_US
dcterms.issued2023-08-18-
dc.identifier.scopus2-s2.0-85166297722-
dc.identifier.eissn2589-0042en_US
dc.identifier.artn107399en_US
dc.description.validate202408 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOS-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextNational Social Science Fund of China; Research Institute for Sports Science and Technologyen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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