Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/108473
DC Field | Value | Language |
---|---|---|
dc.contributor | Department of Biomedical Engineering | - |
dc.contributor | Research Institute for Sports Science and Technology | - |
dc.creator | Wang, Y | en_US |
dc.creator | Chen, Q | en_US |
dc.creator | Liu, L | en_US |
dc.creator | He, Q | en_US |
dc.creator | Cheung, JCW | en_US |
dc.creator | Wong, DWC | en_US |
dc.creator | Liu, Y | en_US |
dc.creator | Lam, WK | en_US |
dc.date.accessioned | 2024-08-19T01:58:37Z | - |
dc.date.available | 2024-08-19T01:58:37Z | - |
dc.identifier.uri | http://hdl.handle.net/10397/108473 | - |
dc.language.iso | en | en_US |
dc.publisher | Cell Press | en_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.rights | The 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.title | Training effects of set- and repetition-interval rest time on recumbent-boxing exercise : could virtual reality improve further? | en_US |
dc.type | Journal/Magazine Article | en_US |
dc.identifier.volume | 26 | en_US |
dc.identifier.issue | 8 | en_US |
dc.identifier.doi | 10.1016/j.isci.2023.107399 | en_US |
dcterms.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. Graphical abstract: [Figure not available: see fulltext.] | - |
dcterms.accessRights | open access | en_US |
dcterms.bibliographicCitation | iScience, 18 Aug. 2023, v. 26, no. 8, 107399 | en_US |
dcterms.isPartOf | iScience | en_US |
dcterms.issued | 2023-08-18 | - |
dc.identifier.scopus | 2-s2.0-85166297722 | - |
dc.identifier.eissn | 2589-0042 | en_US |
dc.identifier.artn | 107399 | en_US |
dc.description.validate | 202408 bcch | - |
dc.description.oa | Version of Record | en_US |
dc.identifier.FolderNumber | OA_Scopus/WOS | - |
dc.description.fundingSource | Others | en_US |
dc.description.fundingText | National Social Science Fund of China; Research Institute for Sports Science and Technology | en_US |
dc.description.pubStatus | Published | en_US |
dc.description.oaCategory | CC | en_US |
Appears in Collections: | Journal/Magazine Article |
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File | Description | Size | Format | |
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1-s2.0-S2589004223014761-main.pdf | 3.55 MB | Adobe PDF | View/Open |
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