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Barbour B, Sefton L, Bruce RM, Valmaggia L, Runswick OR. Acute psychological and physiological benefits of exercising with virtual reality. PLoS One 2024; 19:e0314331. [PMID: 39693283 DOI: 10.1371/journal.pone.0314331] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/13/2024] [Accepted: 11/10/2024] [Indexed: 12/20/2024] Open
Abstract
Exercise is a powerful tool for disease prevention and rehabilitation. Commercially available virtual reality (VR) devices and apps offer an immersive platform to gamify exercise and potentially enhance physiological and psychological benefits. However, no work has compared immersive exercise to closely matched 2D screen-based equivalents with the same visual and auditory stimuli. This study aims to compare the acute effects of an exercise session using a commercial immersive VR workout to the same stimuli and workout presented on a screen. 17 healthy participants (male = 7, female = 10; aged 24.18±4.56 years), completed a 12-minute guided VR boxing exercise session in FitXR™ and a screen-based equivalent. Physiological responses were recorded continuously using a heart rate monitor and telemetricmetabolic cart system. Psychological and perceptual responses were measured using their ratings of perceived exertion, the physical activity enjoyment scale, and the physical activity affect scale. In the immersive VR participants chose to engage in more intense exercise (%VO2max; p = 0.044), showed higher levels of all enjoyment subscales (p<0.05) and reported higher positive affect (p = 0.003) and lower negative affect (p = 0.045) following exercise compared to the screen-based equivalent. However, the design here could not determine which elements of immersive VR contributed to the positive effects. Immersive VR may offer a more efficient alternative to other forms of screen based and exergaming workouts and could be offered as a gateway into exercise.
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Affiliation(s)
- Bradley Barbour
- Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom
- Institute of Health and Social Care School of Allied & Community Health London South Bank University, London, United Kingdom
| | - Lucy Sefton
- Centre for Applied Human and Physiological Sciences, Faculty of Life Science and Medicine, King's College London, London, United Kingdom
| | - Richard M Bruce
- Centre for Applied Human and Physiological Sciences, Faculty of Life Science and Medicine, King's College London, London, United Kingdom
| | - Lucia Valmaggia
- Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom
- Department of Psychiatry, KU Leuven, Leuven, Belgium
- Orygen, Centre for Youth Mental Health, The University of Melbourne, Parkville, Victoria, Australia
| | - Oliver R Runswick
- Department of Psychology, Institute of Psychiatry, Psychology & Neuroscience, King's College London, London, United Kingdom
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Shrestha AB, Taha AM, Siddiq A, Shrestha S, Thakur P, Chapagain S, Sharma S, Halder A, Rajak K, Shah V. Virtual and augmented reality in cardiovascular care in low and middle income country. Curr Probl Cardiol 2024; 49:102380. [PMID: 38191103 DOI: 10.1016/j.cpcardiol.2024.102380] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/24/2023] [Accepted: 01/04/2024] [Indexed: 01/10/2024]
Abstract
The global health sector has witnessed an escalating integration of Virtual Reality (VR) and Augmented Reality (AR) technologies, particularly in high-income countries. The application of these cutting-edge technologies is gradually extending to Low- and Middle-Income Countries (LMICs), notably in the domain of cardiovascular care. AR and VR technologies are revolutionizing cardiovascular care by offering solutions for diagnosis, medical training, and surgical planning. AR and VR provide detailed and immersive visualizations of cardiac structures, aiding in diagnosis and intervention planning. In cardiovascular care, VR reduces patient-reported pain, eases anxiety, and accelerates post-procedural recovery. AR and VR are also valuable for life support training, creating immersive and controlled learning environments. AR and VR have the potential to significantly impact healthcare in low- and middle-income countries with enhanced accessibility and affordability. This review outlines the existing spectrum of VR and AR adoption and its burgeoning utility in the cardiovascular domain within LMICs.
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Affiliation(s)
- Abhigan Babu Shrestha
- Department of Internal medicine, M Abdur Rahim Medical College, Dinajpur, Bangladesh.
| | | | | | | | - Prince Thakur
- Nepalgunj Medical College and Research Institute, Nepalgunj, Nepal
| | | | | | - Anupam Halder
- Department of Internal Medicine, UPMC Harrisburg, PA, United States
| | - Kripa Rajak
- Department of Internal Medicine, UPMC Harrisburg, PA, United States
| | - Vaibhav Shah
- Department of Internal Medicine, Icahn School of Medicine, Mount Sinai- Elmhurst Hospital Centre, New York, United States
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3
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Mouatt B, Smith AE, Parfitt G, Stanford T, McDade J, Smith RT, Stanton TR. What I see and what I feel: the influence of deceptive visual cues and interoceptive accuracy on affective valence and sense of effort during virtual reality cycling. PeerJ 2023; 11:e16095. [PMID: 37810786 PMCID: PMC10559878 DOI: 10.7717/peerj.16095] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/07/2023] [Accepted: 08/23/2023] [Indexed: 10/10/2023] Open
Abstract
Background How we feel during exercise is influenced by exteroceptive (e.g., vision) and interoceptive (i.e., internal body signals) sensory information, and by our prior experiences and expectations. Deceptive visual cues about one's performance during exercise can increase work rate, without negatively impacting affective valence (good/bad responses) or perceived exertion. However, what is less understood is whether the perception of the exercise experience itself can be shifted, if work rate is held constant. Here we aimed to investigate whether deceptive vision-via illusory hills in a virtual reality (VR) cycling experience-alters affective valence and perceived exertion when physical effort is controlled. We also evaluated whether the accuracy with which one detects interoceptive cues influences the extent to which deceptive visual information can shift exercise experiences. Methods A total of 20 participants (10 female; 30.2 ± 11.2 yrs) completed three VR cycling conditions each of 10-min duration, in a randomised, counterbalanced order. Pedal resistance/cadence were individualised (to exercise intensity around ventilatory threshold) and held constant across conditions; only visual cues varied. Two conditions provided deceptive visual cues about the terrain (illusory uphill, illusory downhill; resistance did not change); one condition provided accurate visual cues (flat terrain). Ratings of affective valence (Feeling Scale) and of perceived exertion (Borg's RPE) were obtained at standardised timepoints in each VR condition. Interoceptive accuracy was measured via a heartbeat detection test. Results Linear mixed effects models revealed that deceptive visual cues altered affective valence (f2 = 0.0198). Relative to flat terrain, illusory downhill reduced affective valence (Est = -0.21, p = 0.003), but illusory uphill did not significantly improve affective valence (Est = 0.107, p = 0.14). Deceptive visual cues altered perceived exertion, and this was moderated by the level of interoceptive accuracy (Condition-Interoception interaction, p = 0.00000024, f2 = 0.0307). Higher levels of interoceptive accuracy resulted in higher perceived exertion in the illusory downhill condition (vs flat), while lower interoceptive accuracy resulted in lower perceived exertion in both illusory hill conditions (vs flat) and shifts of greater magnitude. Conclusions Deceptive visual cues influence perceptual responses during exercise when physical effort does not vary, and for perceived exertion, the weighting given to visual exteroceptive cues is determined by accuracy with which interoceptive cues are detected. Contrary to our hypotheses, deceptive visual cues did not improve affective valence. Our findings suggest that those with lower levels of interoceptive accuracy experience most benefit from deceptive visual cues, providing preliminary insight into individualised exercise prescription to promote positive (and avoid negative) exercise experiences.
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Affiliation(s)
- Brendan Mouatt
- IIMPACT in Health, Allied Health & Human Performance, University of South Australia, Adelaide, South Australia, Australia
- Persistent Pain Research Group, Hopwood Centre for Neurobiology, South Australian Health and Medical Research Institute (SAHMRI), Adelaide, South Australia, Australia
| | - Ashleigh E. Smith
- Alliance for Research in Exercise Nutrition and Activity (ARENA), Allied Health & Human Performance, University of South Australia, Adelaide, South Australia, Australia
| | - Gaynor Parfitt
- Alliance for Research in Exercise Nutrition and Activity (ARENA), Allied Health & Human Performance, University of South Australia, Adelaide, South Australia, Australia
| | - Ty Stanford
- Alliance for Research in Exercise Nutrition and Activity (ARENA), Allied Health & Human Performance, University of South Australia, Adelaide, South Australia, Australia
- Clinical & Health Sciences, University of South Australia, Adelaide, South Australia, Australia
| | - Jeremy McDade
- Wearable Computer Laboratory, Mawson Lakes Campus, University of South Australia, Adelaide, South Australia, Australia
| | - Ross T. Smith
- Wearable Computer Laboratory, Mawson Lakes Campus, University of South Australia, Adelaide, South Australia, Australia
| | - Tasha R. Stanton
- IIMPACT in Health, Allied Health & Human Performance, University of South Australia, Adelaide, South Australia, Australia
- Persistent Pain Research Group, Hopwood Centre for Neurobiology, South Australian Health and Medical Research Institute (SAHMRI), Adelaide, South Australia, Australia
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Sayar R, Sinaei E, Daryanoosh F, Koshki M, Sobhani S. Comparing the effects of 30 minutes exergaming versus brisk walking on physiological and psychological measurements of older adults. J Bodyw Mov Ther 2023; 36:69-73. [PMID: 37949602 DOI: 10.1016/j.jbmt.2023.06.011] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/19/2022] [Revised: 04/21/2023] [Accepted: 06/05/2023] [Indexed: 11/12/2023]
Abstract
BACKGROUND Active video games can make physical activity more appealing and enjoyable for older people. This study compared the effects of 30 min of Exergaming versus walking on the physiological and psychological measures of asymptomatic older adults. METHODS Forty eligible participants (mean age = 69.60 ± 4.16 y/o) were randomly divided into two groups of 20 in a crossover design, who either performed Brisk Walking or Exergaming, one week apart. Before each session, each participant's blood pressure was measured, and the subjects were encouraged to play/walk continuously for 30 min using a self-selected intensity. During both sessions, average and peak heart rate, time spent in each of the heart rate zones, blood pressure, and double product were assessed through a Polar H10 heart rate monitor. Participants also filled out the modified Physical Activity Enjoyment Scale (PACES) questionnaire and Rate of Perceived Exertion (RPE) scale. RESULTS Findings indicated a significantly higher average (P = 0.003) and peak heart rate (P < 0.001) and double product (P = 0.002) during Exergaming compared to Brisk Walking. Also, the RPE score was significantly lower and PACES score was significantly higher (P < 0.001) during the Exergaming session. The analyses of blood pressure showed significant changes in systolic and diastolic blood pressures following each session, while no statistically significant difference was reported between the two exercise modalities (P = 0.012 and P < 0.001, respectively). CONCLUSION This study showed that Exergaming can be a good alternative to traditional exercises like walking for older adults, providing physiological benefits while being less exhausting and more enjoyable.
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Affiliation(s)
- Reza Sayar
- School of Exercise Science, Physical and Health Education, University of Victoria, Victoria, British Columbia, Canada
| | - Ehsan Sinaei
- Department of Rehabilitation Sciences, MGH Institute of Health Professions, Boston, MA, USA; Shiraz Geriatric Research Center, Shiraz University of Medical Sciences, Shiraz, Iran
| | - Farhad Daryanoosh
- Department of Sport Sciences, School of Education and Psychology, Shiraz University, Shiraz, Iran.
| | - Maryam Koshki
- Department of Sport Sciences, School of Education and Psychology, Shiraz University, Shiraz, Iran
| | - Sobhan Sobhani
- Shiraz Geriatric Research Center, Shiraz University of Medical Sciences, Shiraz, Iran; Department of Physical Therapy, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Shiraz, Iran
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MacIntyre E, Sigerseth M, Larsen TF, Fersum KV, Meulders M, Meulders A, Michiels B, Braithwaite FA, Stanton TR. Get Your Head in the Game: A Replicated Single-Case Experimental Design Evaluating the Effect of a Novel Virtual Reality Intervention in People With Chronic Low Back Pain. THE JOURNAL OF PAIN 2023; 24:1449-1464. [PMID: 37030584 DOI: 10.1016/j.jpain.2023.03.013] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Revised: 03/16/2023] [Accepted: 03/28/2023] [Indexed: 04/08/2023]
Abstract
Chronic low back pain (CLBP) is a leading cause of disability worldwide. Contemporary treatment of CLBP is suboptimal, with small-moderate effect sizes and high relapse rates. Virtual reality (VR) is an increasingly accessible technology that can improve adherence to exercise programs through gamification. Using VR to facilitate exercise adherence and enjoyment may improve the clinical outcomes. This study aimed to evaluate the effects of a gamified VR graded activity intervention in people with CLBP, using commercially available and bespoke VR programs. A sequentially replicated, multiple-baseline, randomized AB single-case experimental design was undertaken in 10 people with CLBP. Outcomes were assessed daily and included pain intensity (primary) and pain catastrophizing, pain-related fear, and anxiety/worry (secondary). The effect of the intervention on the primary outcome was evaluated using a multilevel-model, nonparametric randomization test. The VR graded activity intervention resulted in a significant reduction in pain intensity (effect estimate = -1.0, standard error = .27, P < .0011) with 4 participants achieving ≥30% pain reduction (minimum important change). There was a significant effect of the intervention on pain catastrophizing but not pain-related fear or anxiety/worry measures. These findings provide preliminary support for a VR graded activity program to reduce pain in people with CLBP. PERSPECTIVE: This novel, VR graded activity intervention reduced pain intensity and catastrophizing in people with CLBP. The intervention also had high adherence and enjoyment. Given that this intervention involved 2 freely available VR programs, it can be easily translated into clinical practice.
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Affiliation(s)
- Erin MacIntyre
- IIMPACT in Health, University of South Australia, Adelaide, Australia
| | - Maja Sigerseth
- Institute of Global Health and Primary Care, University of Bergen, Bergen, Norway
| | - Thomas Fiskeseth Larsen
- Department of Computer science, Electrical engineering and Mathematical sciences, Faculty of Engineering and Science, Western Norway University of Applied Sciences, Bergen, Norway; Department of Informatics, University of Bergen, Bergen, Norway
| | - Kjartan Vibe Fersum
- Institute of Global Health and Primary Care, University of Bergen, Bergen, Norway
| | - Michel Meulders
- Operations Research and Statistics Research Group, KU Leuven, Brussels, Belgium
| | - Ann Meulders
- Experimental Health Psychology, Maastricht University, Maastricht, The Netherlands; Health Psychology, KU Leuven, Leuven, Belgium
| | | | | | - Tasha R Stanton
- IIMPACT in Health, University of South Australia, Adelaide, Australia
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Jones L, Zenko Z. A systematic narrative review of extrinsic strategies to improve affective responses to exercise. Front Sports Act Living 2023; 5:1186986. [PMID: 37496882 PMCID: PMC10366615 DOI: 10.3389/fspor.2023.1186986] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2023] [Accepted: 06/12/2023] [Indexed: 07/28/2023] Open
Abstract
Background Extrinsic strategies affect the exercise experience but fall outside the frequency, intensity, time, and type (i.e., dose-determining) principles. To our knowledge, no systematic review has focused on extrinsic strategies to influence the affective responses to exercise. The objective was to identify extrinsic strategies that seek to influence affective responses during exercise and other motivationally relevant variables including post-exercise momentary affective valence, remembered and forecasted pleasure, and enjoyment. Methods For inclusion, eligible articles reported peer-reviewed original research, used acute bouts of exercise, and used a dimensional approach for measuring affective responses or measured enjoyment post-exercise. Web of Science, PubMed, and PsychINFO databases were last searched on 10th September 2021. Quality assessment was completed following the Effective Public Health Practice Project approach. Results were presented using a narrative synthesis. Results 125 studies were included with sample descriptions, study design (extrinsic strategies, mode, type, intensity, and duration), measurement details, and results summarised for each study. Conclusions 71% of studies were categorised as Weak according to the quality assessment tool with sampling practices (self-referred participants) and poor reporting of participant withdrawals/drop-outs the predominant reasons for Weak ratings. A wide variety of extrinsic strategies were reported with music, music videos, immersive virtual reality, outdoor exercise, caffeine, high-to-low pattern of exercise intensity, self-selected exercise intensity, and manipulation of self-efficacy offering promise as suitable strategies to positively change how people feel during exercise. Systematic Review Registration https://osf.io/jbh8v/.
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Affiliation(s)
- Leighton Jones
- Health Research Institute, Sheffield Hallam University, Sheffield, United Kingdom
| | - Zachary Zenko
- Department of Kinesiology, California State University Bakersfield, Bakersfield, CA, United States
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Schättin A, Pickles J, Flagmeier D, Schärer B, Riederer Y, Niedecken S, Villiger S, Jurt R, Kind N, Scott SN, Stettler C, Martin-Niedecken AL. Development of a Novel Home-Based Exergame With On-Body Feedback: Usability Study. JMIR Serious Games 2022; 10:e38703. [PMID: 36472900 PMCID: PMC9768643 DOI: 10.2196/38703] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/28/2022] [Revised: 09/26/2022] [Accepted: 10/24/2022] [Indexed: 11/07/2022] Open
Abstract
BACKGROUND With more than 1.4 billion adults worldwide classified as physically inactive, physical inactivity is a public health crisis leading to an increased risk of cardiometabolic diseases. Motivating and engaging training strategies are needed to tackle this public health crisis. Studies have shown that exergames, games controlled by active body movements, are potentially usable, attractive, and effective tools for home-based training. The ExerCube (by Sphery Ltd) has been developed as a physically immersive and adaptive functional fitness game. The development of a home-based version of the ExerCube could increase accessibility, reduce barriers to exercise, and provide an attractive solution to improve physical and cognitive health. OBJECTIVE The aim was threefold: (1) to develop a usable home-based exergame system, (2) to evaluate the usability and training experience of the home-based exergame and its early-stage on-body feedback system, and (3) to identify avenues for further user-centered design iterations of the system. METHODS A total of 15 healthy participants (mean age 25, SD 3 years) completed 2 laboratory visits consisting of four 5-minute exergame sessions. In each session, the on-body feedback system provided a different feedback modality (auditory, haptic, and visual feedback) to the participant. Following the second visit, participants completed a range of assessments, including the System Usability Scale (SUS), the Physical Activity Enjoyment Scale (PACES), the Flow Short Scale (FSS), the Immersive Experience Questionnaire (IEQ), and a rating of perceived exertions (RPEs) both physically and cognitively. Participants answered questions regarding the on-body feedback system and completed a semistructured interview. RESULTS Usability was rated as acceptable, with a SUS score of 70.5 (SD 12). The questionnaires revealed medium-to-high values for the training experience (FSS: 5.3, SD 1; PACES: 5.3, SD 1.1; IEQ: 4.7, SD 0.9. Physical (mean 4.8, SD 1.6) and cognitive (mean 3.9, SD 1.4) RPEs were moderate. Interviews about the on-body feedback system revealed that the majority of participants liked the haptic feedback and the combination of haptic and auditory feedback the best. Participants enjoyed the distinct perceptibility, processing, and integration of the exergame and its supportive and motivating effect. The visual feedback was perceived less positively by participants but was still classified as "potentially" helpful. The auditory feedback was rated well but highlighted an area for further improvement. Participants enjoyed the training experience and described it as motivating, interactive, immersive, something new, interesting, self-explanatory, as well as physically and cognitively challenging. Moreover, 67% (n=10) of the participants could imagine exercising at home and continuing to play the exergame in the future. CONCLUSIONS The home-based exergame and its early-stage on-body feedback system were rated as usable and an enjoyable training experience by a young healthy population. Promising avenues emerged for future design iterations.
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Affiliation(s)
| | - Jordan Pickles
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - David Flagmeier
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Benjamin Schärer
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | | | | | - Stefan Villiger
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Roman Jurt
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Nicole Kind
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
| | - Sam N Scott
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
- Team Novo Nordisk Professional Cycling Team, Atlanta, GA, United States
| | - Christoph Stettler
- Department of Diabetes, Endocrinology, Nutritional Medicine and Metabolism, Bern University Hospital, University of Bern, Bern, Switzerland
| | - Anna Lisa Martin-Niedecken
- Sphery Ltd, Zurich, Switzerland
- Department of Design, Institute of Design Research, Zurich University of the Arts, Zurich, Switzerland
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8
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Zangirolami-Raimundo J, Noll PRES, Raimundo RD, Gonçalves GL, Urso EME, Bech GD, Frank YS, Abreu LCD, Baracat EC, Sorpreso ICE, Soares Júnior JM. Use of interventions involving virtual reality tasks during the climacteric: a systematic review. Climacteric 2022; 25:543-551. [PMID: 35771198 DOI: 10.1080/13697137.2022.2088275] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
Abstract
Technological advances have been impacting health care worldwide. Our study aimed to research the literature systematically to determine the impact of technological treatments versus conventional treatments on the quality of life of climacteric women. The study was registered on PROSPERO (CRD42021241638). We searched seven databases, including PRISMA, using mesh terms. After screening for eligibility, we selected five clinical trials, and applying the snowball technique we were able to include four more articles, totaling nine articles that used technology-based interventions (virtual reality games) during the climacteric. The total study population consisted of 298 climacteric women. Two studies evaluated a technology-based treatment for pelvic floor, one for urinary incontinence symptoms, three for postural balance, one for cardiorespiratory capacity, one for osteoporosis and one study for lower back pain. The studies showed that the technological treatments improved pelvic floor strength, balance, cardiorespiratory fitness and bone mineral density when compared to conventional treatments. Improvement was linked to adherence to training and a high level of satisfaction during the training sessions. Technology-based treatments appear to be a viable alternative to conventional treatments in improving the quality of health, with benefits for the cardiovascular, genitourinary and skeletal systems, and ultimately for the overall quality of life.
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Affiliation(s)
- J Zangirolami-Raimundo
- Disciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina FMUSP, Universidade de São Paulo, São Paulo, Brazil.,Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - P R E S Noll
- Disciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina FMUSP, Universidade de São Paulo, São Paulo, Brazil
| | - R D Raimundo
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - G L Gonçalves
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - E Mattos E Urso
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - G D Bech
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - Y S Frank
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil
| | - L C de Abreu
- Laboratório de Delineamento de Estudos e Escrita Científica, Departamento de Saúde da Coletividade, Centro Universitário FMABC, Santo André, Brazil.,Departamento de Educação Integrada em Saúde, Universidade Federal do Espírito Santo, Vitoria, Brazil
| | - E C Baracat
- Disciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina FMUSP, Universidade de São Paulo, São Paulo, Brazil
| | - I C E Sorpreso
- Disciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina FMUSP, Universidade de São Paulo, São Paulo, Brazil
| | - J M Soares Júnior
- Disciplina de Ginecologia, Departamento de Obstetrícia e Ginecologia, Hospital das Clínicas, Faculdade de Medicina FMUSP, Universidade de São Paulo, São Paulo, Brazil
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9
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Filho E, Husselman TA, Zugic L, Penna E, Taneva N. Performance Gains in an Open Skill Video-Game Task: The Role of Neural Efficiency and Neural Proficiency. Appl Psychophysiol Biofeedback 2022; 47:239-251. [PMID: 35688989 DOI: 10.1007/s10484-022-09553-3] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2021] [Revised: 05/10/2022] [Accepted: 05/30/2022] [Indexed: 11/25/2022]
Abstract
We examined whether practice in an open skill video-game task would lead to changes in performance, attention, motivation, perceived effort, and theta, alpha, and beta waves. Specifically, we were interested on whether potential performance gains from practice would be primarily explained by the neural efficiency (i.e., cortical idling) or the neural proficiency hypothesis (i.e., mix of heightened and reduced activation across the cortex). To this end, we asked 16 novice participants (8 males and 8 females; Mage = 23.13 years) to play a Nintendo Wii video-game shooting task, namely Link's Crossbow Training. Pre-test scores, which were followed by an acquisition phase, were compared to post-test scores. Performance and subjective data were recorded for each trial and EEG data was continuously recorded using the portable EEGO System. Our findings revealed that performance increased while attention decreased at post-test, thereby confirming that practice leads to performance gains and reduces attentional overload. No changes in motivation or perceived effort were observed, perhaps because effort is a gestalt multidimension construct and video-gaming is an inherently motivating activity. EEG frequency analysis revealed that, for the most part, performance gains were accompanied by increased cortical activity across frequencies bands, thus lending primary support to the neural proficiency hypothesis. Accordingly, neurofeedback interventions to aid motor learning should teach performers not only how to silence their brains (i.e., quiescence state linked to automaticity and "flow") but also how to amplify task-relevant brain networks.
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Affiliation(s)
- Edson Filho
- Wheelock College of Education & Human Development, Boston University, 2 Silber Way, 02215, Boston, MA, United States.
| | - Tammy-Ann Husselman
- School of Psychology and Computer Science, University of Central Lancashire, Preston, UK
| | - Luca Zugic
- School of Psychology and Computer Science, University of Central Lancashire, Preston, UK
| | - Eduardo Penna
- Faculty of Physical Education, Federal University of Para, Belém, Brazil
| | - Nadezhda Taneva
- School of Psychology and Computer Science, University of Central Lancashire, Preston, UK
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10
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Sakhare A, Stradford J, Ravichandran R, Deng R, Ruiz J, Subramanian K, Suh J, Pa J. Simultaneous Exercise and Cognitive Training in Virtual Reality Phase 2 Pilot Study: Impact on Brain Health and Cognition in Older Adults. Brain Plast 2021; 7:111-130. [PMID: 34868877 PMCID: PMC8609488 DOI: 10.3233/bpl-210126] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 07/27/2021] [Indexed: 11/15/2022] Open
Abstract
Background: Aerobic exercise and environmental enrichment have been shown to enhance brain function. Virtual reality (VR) is a promising method for combining these activities in a meaningful and ecologically valid way. Objective: The purpose of this Phase 2 pilot study was to calculate relative change and effect sizes to assess the impact of simultaneous exercise and cognitive training in VR on brain health and cognition in older adults. Methods: Twelve cognitively normal older adults (64.7±8.8 years old, 8 female) participated in a 12-week intervention, 3 sessions/week for 25–50 minutes/session at 50–80% HRmax. Participants cycled on a custom-built stationary exercise bike while wearing a VR head-mounted display and navigating novel virtual environments to train spatial memory. Brain and cognitive changes were assessed using MRI imaging and a cognitive battery. Results: Medium effect size (ES) improvements in cerebral flow and brain structure were observed. Pulsatility, a measure of peripheral vascular resistance, decreased 10.5% (ES(d) = 0.47). Total grey matter volume increased 0.73% (ES(r) = 0.38), while thickness of the superior parietal lobule, a region associated with spatial orientation, increased 0.44% (ES(r) = 0.30). Visual memory discrimination related to pattern separation showed a large improvement of 68% (ES(ηp2) = 0.43). Cognitive flexibility (Trail Making Test B) (ES(r) = 0.42) and response inhibition (ES(W) = 0.54) showed medium improvements of 14% and 34%, respectively. Conclusions: Twelve weeks of simultaneous exercise and cognitive training in VR elicits positive changes in brain volume, vascular resistance, memory, and executive function with moderate-to-large effect sizes in our pilot study.
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Affiliation(s)
- Ashwin Sakhare
- Department of Biomedical Engineering, Viterbi School of Engineering, University of Southern California, Los Angeles, CA, USA.,Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Joy Stradford
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Roshan Ravichandran
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Rong Deng
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Julissa Ruiz
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Keshav Subramanian
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Jaymee Suh
- Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
| | - Judy Pa
- Department of Biomedical Engineering, Viterbi School of Engineering, University of Southern California, Los Angeles, CA, USA.,Department of Neurology, Mark and Mary Stevens Neuroimaging and Informatics Institute, University of Southern California, Los Angeles, CA, USA
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11
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García-Muñoz C, Casuso-Holgado MJ, Hernández-Rodríguez JC, Pinero-Pinto E, Palomo-Carrión R, Cortés-Vega MD. Feasibility and safety of an immersive virtual reality-based vestibular rehabilitation programme in people with multiple sclerosis experiencing vestibular impairment: a protocol for a pilot randomised controlled trial. BMJ Open 2021; 11:e051478. [PMID: 34810187 PMCID: PMC8609940 DOI: 10.1136/bmjopen-2021-051478] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/19/2021] [Accepted: 10/22/2021] [Indexed: 11/18/2022] Open
Abstract
INTRODUCTION Vestibular system damage in patients with multiple sclerosis (MS) may have a central and/or peripheral origin. Subsequent vestibular impairments may contribute to dizziness, balance disorders and fatigue in this population. Vestibular rehabilitation targeting vestibular impairments may improve these symptoms. Furthermore, as a successful tool in neurological rehabilitation, immersive virtual reality (VRi) could also be implemented within a vestibular rehabilitation intervention. METHODS AND ANALYSIS This protocol describes a parallel-arm, pilot randomised controlled trial, with blinded assessments, in 30 patients with MS with vestibular impairment (Dizziness Handicap Inventory ≥16). The experimental group will receive a VRi vestibular rehabilitation intervention based on the conventional Cawthorne-Cooksey protocol; the control group will perform the conventional protocol. The duration of the intervention in both groups will be 7 weeks (20 sessions, 3 sessions/week). The primary outcomes are the feasibility and safety of the vestibular VRi intervention in patients with MS. Secondary outcome measures are dizziness symptoms, balance performance, fatigue and quality of life. Quantitative assessment will be carried out at baseline (T0), immediately after intervention (T1), and after a follow-up period of 3 and 6 months (T2 and T3). Additionally, in order to further examine the feasibility of the intervention, a qualitative assessment will be performed at T1. ETHICS AND DISSEMINATION The study was approved by the Andalusian Review Board and Ethics Committee, Virgen Macarena-Virgen del Rocio Hospitals (ID 2148-N-19, 25 March 2020). Informed consent will be collected from participants who wish to participate in the research. The results of this research will be disseminated by publication in peer-reviewed scientific journals. TRIAL REGISTRATION NUMBER NCT04497025.
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Affiliation(s)
| | | | | | | | - Rocío Palomo-Carrión
- Department of Nursery, Physiotherapy and Occupational Therapy, University of Castilla-La Mancha, Toledo, Spain
- GIFTO, Physiotherapy Research Group, Toledo, Spain
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12
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Röglin L, Ketelhut S, Ketelhut K, Kircher E, Ketelhut RG, Martin-Niedecken AL, Hottenrott K, Stoll O. Adaptive High-Intensity Exergaming: The More Enjoyable Alternative to Conventional Training Approaches Despite Working Harder. Games Health J 2021; 10:400-407. [PMID: 34558966 DOI: 10.1089/g4h.2021.0014] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
Objective: The purpose of this study was to assess psychological and physiological responses to an exergaming session in the ExerCube (EX) and compare them with the responses of a moderate endurance run (ER). Materials and Methods: Twenty-eight healthy adults (13 women) aged 24.8 ± 3.8 years took part in this study. The first test day, participants performed a graded exercise test on a treadmill to determine maximal heart rate (HR) and lactate levels. The following test days 2 and 3, the participants completed an EX session and an ER on a treadmill in a randomized counterbalanced order. HR, rate of perceived exertion (RPE), and lactate levels were assessed during both sessions. After the sessions, the participants completed the "Physical Activity Enjoyment Scale" and the "Flow Short Scale." Results: The analysis of variance revealed that enjoyment (P = 0.036), flow (P = 0.042), RPE (P = 0.005), as well as mean and peak HR (P < 0.001) during the EX session were significantly higher compared with the ER. Gender did not affect the differences between the two conditions for mean HR (P = 0.61), maximal HR (P = 0.122), RPE (P = 0.862), flow (P = 0.376) nor enjoyment (P = 0.867). During the EX session, the lactate levels of all participants exceeded the individual lactate threshold (LT). During the ER, lactate values remained below the LT. Conclusion: The ExerCube presents both a physiological relevant exercise stimulus and a joyful gaming experience. Despite the higher exercise intensity achieved during the EX session, enjoyment was significantly higher compared with the ER. Therefore, the EX can be a promising and appealing tool to facilitate physical activity. Trial registration: ISRCTN registry, ISRCTN43067716, April 14, 2020. Trial number: 38154.
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Affiliation(s)
- Lisa Röglin
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | - Sascha Ketelhut
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | | | - Eva Kircher
- Charité-Universitätsmedizin Berlin, Berlin, Germany
| | - Reinhard G Ketelhut
- Charité-Universitätsmedizin Berlin, Berlin, Germany.,Medical Center Berlin (MCB), Berlin, Germany
| | | | - Kuno Hottenrott
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
| | - Oliver Stoll
- Martin-Luther-Universität Halle-Wittenberg, Halle (Saale), Germany
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13
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Christopherson U, Wells SJ, Parker N, Lyons EJ, Swartz MD, Blozinski A, Basen-Engquist K, Peterson S, Swartz MC. Use of active video games with or without videoconferencing on health outcomes in adolescent and young adult cancer survivors: a systematic review. J Cancer Surviv 2021; 16:714-727. [PMID: 34086184 PMCID: PMC8175926 DOI: 10.1007/s11764-021-01065-z] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/26/2020] [Accepted: 05/26/2021] [Indexed: 01/20/2023]
Abstract
PURPOSE Adolescent and young adult (AYA) cancer survivors experience greater functional deficits compared to non-cancer peers or older survivors with a similar diagnosis. Physical activity (PA) is a key strategy for mitigating functional decline, and motivation and peer support are critical PA facilitators in AYA cancer survivors. Active video games (AVGs) may be a "gateway" method to promote PA. Further, integrating AVGs into group videoconferencing, a medium used by AYAs to socialize, can capitalize on peer support needed for PA motivation. Thus, we examined the use of AVGs and/or videoconferencing in PA interventions that included AYA survivors and the effect on physical function and health outcomes. METHODS Seven electronic databases were searched from incept to January 2020. Search terms included videoconferencing, video games, exercise, and cancer. The protocol is registered on PROSPERO: CRD42020163491. Two reviewers evaluated eligibility and methodological quality using Cochrane's risk of bias tools. RESULTS Six unique studies were included with 97% reviewer agreement. All used AVGs, none used videoconferencing alone, and one used both. Study designs and outcome measures were heterogeneous. Only one study solely targeted AYA survivors. Most were low to medium quality. Few showed significant improvements in quality of life (QOL) and fatigue (n=3), coordination/balance (n=2), and aerobic capacity (n=1). CONCLUSIONS PA interventions using AVGs and/or videoconferencing may improve QOL and fatigue, but evidence on function is lacking. Rigorous interventions targeting AYA survivors are needed. IMPLICATIONS FOR CANCER SURVIVORS Using AVGs and/or videoconferencing to facilitate PA may improve QOL and fatigue.
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Affiliation(s)
- Ursela Christopherson
- Division of Rehabilitation Sciences, The University of Texas Medical Branch, Galveston, TX USA
| | - Stephanie J. Wells
- Department of Pediatrics Research, The University of Texas MD Anderson Cancer Center, Houston, TX USA
| | - Nathan Parker
- Department of Behavioral Science, The University of Texas MD Anderson Cancer Center, Houston, TX USA
| | - Elizabeth J. Lyons
- Department of Nutrition and Metabolism, The University of Texas Medical Branch, Galveston, TX USA
| | - Michael D. Swartz
- Department of Biostatistics and Data Science, The University of Texas Health Science Center at Houston, Houston, TX USA
| | - Anna Blozinski
- Department of Biostatistics and Data Science, The University of Texas Health Science Center at Houston, Houston, TX USA
| | - Karen Basen-Engquist
- Department of Behavioral Science, The University of Texas MD Anderson Cancer Center, Houston, TX USA
| | - Susan Peterson
- Department of Behavioral Science, The University of Texas MD Anderson Cancer Center, Houston, TX USA
| | - Maria C. Swartz
- Department of Pediatrics Research, The University of Texas MD Anderson Cancer Center, Houston, TX USA
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14
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da Silva TD, de Oliveira PM, Dionizio JB, de Santana AP, Bahadori S, Dias ED, Ribeiro CM, Gomes RDA, Ferreira M, Ferreira C, de Moraes ÍAP, Silva DMM, Barnabé V, de Araújo LV, Santana HBR, Monteiro CBDM. Comparison Between Conventional Intervention and Non-immersive Virtual Reality in the Rehabilitation of Individuals in an Inpatient Unit for the Treatment of COVID-19: A Study Protocol for a Randomized Controlled Crossover Trial. Front Psychol 2021; 12:622618. [PMID: 33716889 PMCID: PMC7943618 DOI: 10.3389/fpsyg.2021.622618] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2020] [Accepted: 01/14/2021] [Indexed: 01/08/2023] Open
Abstract
Background: The new human coronavirus that leads to COVID-19 (coronavirus disease 2019) has spread rapidly around the world and has a high degree of lethality. In more severe cases, patients remain hospitalized for several days under treatment of the health team. Thus, it is important to develop and use technologies with the aim to strengthen conventional therapy by encouraging movement, physical activity, and improving cardiorespiratory fitness for patients. In this sense, therapies for exposure to virtual reality (VR) are promising and have been shown to be an adequate and equivalent alternative to conventional exercise programs. Aim: This is a study protocol with the aim of comparing the conventional physical therapy intervention with the use of a non-immersive VR software during COVID-19 hospitalization. Methods: Fifty patients hospitalized with confirmed diagnosis of COVID-19 will be divided in two groups under physiotherapy treatment using conventional or VR intervention: Group A: participants with COVID-19 will start the first day of the protocol with VR tasks in the morning and then in the second period, in the afternoon, will perform the conventional exercises (n = 25) and Group B: participants with COVID-19 will start the first day with conventional exercises in the morning and in the second period, in the afternoon, will perform activity with VR (n = 25). All participants will be evaluated with different motor and physiologic scales before and after the treatment to measure improvements. Conclusion: Considering the importance of benefits from physical activity during hospitalization, VR software shows promise as a potential mechanism for improving physical activity. The results of this study may provide new insights into hospital rehabilitation. Trial Registration:ClinicalTrials.gov, identifier: NCT04537858. Registered on 01 September 2020.
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Affiliation(s)
- Talita Dias da Silva
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil.,Faculdade de Medicina da Universidade Cidade de São Paulo (UNICID), São Paulo, Brazil
| | - Patricia Mattos de Oliveira
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil.,Serviço de Fisioterapia do Hospital São Paulo, Universidade Federal de São Paulo (HSP UNIFESP), São Paulo, Brazil
| | - Josiane Borges Dionizio
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil.,Serviço de Fisioterapia do Hospital São Paulo, Universidade Federal de São Paulo (HSP UNIFESP), São Paulo, Brazil
| | - Andreia Paiva de Santana
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil.,Serviço de Fisioterapia do Hospital São Paulo, Universidade Federal de São Paulo (HSP UNIFESP), São Paulo, Brazil
| | - Shayan Bahadori
- Executive Business Centre, Orthopaedic Research Institute, Bournemouth University, Bournemouth, United Kingdom
| | - Eduardo Dati Dias
- Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | - Cinthia Mucci Ribeiro
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | - Renata de Andrade Gomes
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil.,Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | - Marcelo Ferreira
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil
| | - Celso Ferreira
- Departamento de Medicina (Cardiologia), Escola Paulista de Medicina da Universidade Federal de São Paulo (UNIFESP), São Paulo, Brazil
| | - Íbis Ariana Peña de Moraes
- Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | - Deise Mara Mota Silva
- Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | - Viviani Barnabé
- Faculdade de Medicina da Universidade Cidade de São Paulo (UNICID), São Paulo, Brazil
| | - Luciano Vieira de Araújo
- Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
| | | | - Carlos Bandeira de Mello Monteiro
- Grupo de Pesquisa e Aplicações Tecnológicas em Reabilitação da Escola de Artes, Ciências e Humanidades da Universidade de São Paulo (PATER EACH USP), São Paulo, Brazil
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15
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Bock BC, Palitsky R, Dunsiger SI, Williams DM, Serber ER. Exercise Video Games are Associated with More Positive Affective Response, which Predicts Physical Activity Adherence. PSYCHOLOGY OF SPORT AND EXERCISE 2021; 52:101802. [PMID: 37975018 PMCID: PMC10653676 DOI: 10.1016/j.psychsport.2020.101802] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2023]
Abstract
Background A more positive affective valence during exercise is predictive of adherence to physical activity programs. This study examines the relationship between affective response during exercise and longer-term maintenance of physical activity among individuals using exercise video games (EVGs) and standard modalities of physical activity (i.e., walking, cycling). Methods Healthy adults (mean age 45.4, SD=14.5) were randomly assigned to a 12-week supervised, thrice weekly program of EVGs (n=93) or Standard exercise (n=96), and were assessed for affect immediately before, at the mid-point, and immediately after one exercise session per week. Participation in moderate-to-vigorous physical activity (MVPA) was conducted at end of treatment (EOT) and 6-month follow up. Results EVG participants reported more positive affective valence during exercise compared to Standard participants (b=.63, SE=.08, p<.001), and perceived less exertion (b=.52, SE=.36, p=.04) compared to Standard participants. For both groups, a more positive affective valence during exercise was significantly predictive of continued physical activity at 6-months (b=6.64, SE=2.50, p=.01). EVG participants also showed a significant chronic effect such that week-to-week there were improvements in affect prior to exercise and this effect was significantly associated with greater MPVA at EOT and follow-up (b=21.96, SE=10.10, p=.03 at EOT). Among Standard participants no significant chronic effect was seen over time. Conclusions EVGs may provide an effective means of promoting more positive shifts in affective valence both during, and in anticipation of, physical activity that encourages longer-term participation.
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Affiliation(s)
- Beth C Bock
- Alpert Medical School at Brown University, The Miriam Hospital, 164 Summit Ave, Providence, RI, 02906
| | - Roman Palitsky
- Alpert Medical School at Brown University, The Miriam Hospital, 164 Summit Ave, Providence, RI, 02906
- University of Arizona, Department of Psychology, 1503 E University Blvd, Tucson, AZ 85721
| | - Shira I Dunsiger
- Alpert Medical School at Brown University, The Miriam Hospital, 164 Summit Ave, Providence, RI, 02906
| | - David M Williams
- Alpert Medical School at Brown University, The Miriam Hospital, 164 Summit Ave, Providence, RI, 02906
| | - Eva R Serber
- Medical University of South Carolina, Department of Psychiatry and Behavioral Sciences, 67 President St, MSC 861, Charleston, SC 29425
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16
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Szpak A, Michalski SC, Loetscher T. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects. J Med Internet Res 2020; 22:e19840. [PMID: 33095182 PMCID: PMC7647813 DOI: 10.2196/19840] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2020] [Revised: 08/06/2020] [Accepted: 08/06/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. OBJECTIVE This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. METHODS A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods-before VR, immediately after VR, and 40 min after VR (late). RESULTS Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424; P=.006) and convergence (F1,35=7.826; P=.008); however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515; P<.001) and were significantly higher for long compared with short exposures (t35=2.807; P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants' sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. CONCLUSIONS Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
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Affiliation(s)
- Ancret Szpak
- University of South Australia, Adelaide, Australia
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17
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Bock BC, Dunsiger SI, Ciccolo JT, Serber ER, Wu WC, Sillice M, Marcus BH. Mediators of physical activity between standard exercise and exercise video games. Health Psychol 2019; 38:1107-1115. [PMID: 31512923 PMCID: PMC6861627 DOI: 10.1037/hea0000791] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
OBJECTIVE Exercise video games (EVGs) may offer an attractive, sustainable alternative or supplement to traditional modes of exercise. Understanding the psychosocial factors that influence the appeal of EVGs is important for improving the efficacy of video games as a method of promoting the uptake and long-term maintenance of physical activity. METHODS This study examined changes in psychosocial constructs from self-determination theory and self-efficacy theory as mediators of intervention efficacy among 189 healthy, sedentary adults randomized to 12-week programs of either EVGs or standard exercise (e.g., treadmill walking, stationary cycling) followed by 6 months of follow-up. The EVG group engaged in significantly more weekly minutes of moderate to vigorous physical activity (MVPA) at the end of treatment compared with the standard exercise group. Univariate and multivariate mediational models were used to examine theoretically derived psychosocial constructs as potential mediators of differential intervention effects. RESULTS Univariate mediational models suggest a significant indirect effect of treatment on MVPA outcomes through enjoyment, self-efficacy, stress management, depressive symptoms, and positive engagement (p < .05). Multiple mediational analyses confirm all the univariate results (p < .05), with the exception of enjoyment. CONCLUSIONS Differences in the efficacy of EVG versus standard exercise interventions were mediated by several psychosocial constructs, suggesting that qualities specific to game play may enhance adherence to physical activity both in and outside of the laboratory environment. (PsycINFO Database Record (c) 2019 APA, all rights reserved).
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Affiliation(s)
- Beth C Bock
- Centers for Behavioral and Preventive Medicine
| | | | | | - Eva R Serber
- Department of Psychiatry and Behavioral Sciences
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18
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Bond S, Laddu DR, Ozemek C, Lavie CJ, Arena R. Exergaming and Virtual Reality for Health: Implications for Cardiac Rehabilitation. Curr Probl Cardiol 2019; 46:100472. [PMID: 31606141 DOI: 10.1016/j.cpcardiol.2019.100472] [Citation(s) in RCA: 26] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2019] [Accepted: 08/29/2019] [Indexed: 12/13/2022]
Abstract
Cardiac Rehabilitation (CR) programs, focused on improving the health trajectory of patients with cardiovascular disease, strive to increase physical activity (PA) and cardiorespiratory fitness. However, historically low compliance with recommended PA has prompted exploration of alternatives to traditional courses of exercise therapy. One alternative, exergaming, or the requirement of physical exercise inherent to a video game's activities, has shown to have a promising impact in improving patient self-efficacy for exercise training using digital hardware (eg, the Wii or the Xbox Kinect). Furthermore, novel technologies in virtual reality can provide an engaging, immersive environment for exergaming techniques, maximizing goal-oriented training and building self-efficacy for patients during CR. Many groundbreaking institutions are already calculating energy expenditure of commercially successful virtual reality games and finding promise in the cardiometabolic responses to a number of virtual reality games. Research is still limited in establishing the efficacy of these games, but virtual reality and exergaming are quickly proving to be appropriate and equivalent alternatives to traditional exercise programs. Though studies have examined the impact of prescriptive exergaming on PA, they have yet to examine the potential for genuine integration of game-based motivational techniques and immersive environments into clinical interaction. The purpose of this review is to describe the current body of evidence and the impact and future potential of virtual reality and exergaming. Further, we will introduce the concept of a "Clinical Arcade" as a new approach to integration of these techniques in CR care.
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19
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Bock BC, Dunsiger SI, Ciccolo JT, Serber ER, Wu WC, Tilkemeier P, Walaska KA, Marcus BH. Exercise Videogames, Physical Activity, and Health: Wii Heart Fitness: A Randomized Clinical Trial. Am J Prev Med 2019; 56:501-511. [PMID: 30777705 PMCID: PMC7100962 DOI: 10.1016/j.amepre.2018.11.026] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/07/2018] [Revised: 11/28/2018] [Accepted: 11/29/2018] [Indexed: 02/07/2023]
Abstract
INTRODUCTION Adults who engage in regular physical activity have lower rates of morbidity and mortality than those who do not. Exercise videogames may offer an attractive, sustainable alternative or supplement to traditional modes of exercise. This study compared exercise videogames with standard exercise modalities for improving uptake and maintenance of moderate to vigorous physical activity, and health risk indices. STUDY DESIGN A three-arm clinical RCT including 12 weeks of supervised laboratory-based moderate to vigorous physical activity followed by 6 months follow-up. SETTING/PARTICIPANTS This study was conducted at a university affiliated hospital research lab. Healthy, sedentary adults were eligible. INTERVENTIONS This study compared a 12-week program of supervised exercise videogames versus standard exercise (e.g., treadmill) versus control. Data were collected from January 2012 to September 2017 and analyzed in 2018. MAIN OUTCOME MEASURES The primary outcome was weekly minutes of moderate to vigorous physical activity at end of treatment, assessed at 3 and 6 months post-intervention by using self-report and accelerometer data. Health risk indices (e.g., HbA1c, lipids) were also assessed. RESULTS Participants (N=283) had an average age of 46.2 ±13.5 years; 79% were female. At end of treatment, those in the exercise videogame arm engaged in 30 minutes/week more moderate to vigorous physical activity compared with standard exercise and 85 more minutes/week than controls (all p<0.05). Exercise videogame participants had greater reductions in cholesterol, HbA1c, and body fat versus other groups. Reductions in cholesterol were twice as large in exercise videogame versus standard participants. CONCLUSIONS Exercise videogames produced greater uptake and maintenance of moderate to vigorous physical activity compared with standard exercise and improvements in multiple health risk indices. Exercise videogames may promote sustainable physical activity with significant health benefits. TRIAL REGISTRATION This study is registered at www.clinicaltrials.gov NCT03298919.
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Affiliation(s)
- Beth C Bock
- Department of Psychiatry and Human Behavior, Brown Medical School, Providence, Rhode Island; Department of Behavioral and Social Science, Brown School of Public Health, Providence, Rhode Island; The Miriam Hospital, Centers for Behavioral and Preventive Medicine, Providence, Rhode Island.
| | - Shira I Dunsiger
- Department of Behavioral and Social Science, Brown School of Public Health, Providence, Rhode Island; The Miriam Hospital, Centers for Behavioral and Preventive Medicine, Providence, Rhode Island
| | - Joseph T Ciccolo
- Department of Biobehavioral Sciences, Teachers College, Columbia University, New York, New York
| | - Eva R Serber
- Department of Psychiatry and Behavioral Science, Medical University of South Carolina, Charleston, South Carolina
| | - Wen-Chih Wu
- Department of Medicine, Brown Medical School, Providence, Rhode Island; Department of Cardiology, Providence VA Medical Center, Providence, Rhode Island
| | - Peter Tilkemeier
- Department of Psychiatry and Human Behavior, Brown Medical School, Providence, Rhode Island; Department of Internal Medicine, Greenville Health System, Greenville, South Carolina
| | - Kristen A Walaska
- The Miriam Hospital, Centers for Behavioral and Preventive Medicine, Providence, Rhode Island
| | - Bess H Marcus
- Department of Psychiatry and Human Behavior, Brown Medical School, Providence, Rhode Island; Department of Behavioral and Social Science, Brown School of Public Health, Providence, Rhode Island
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20
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Farrow M, Lutteroth C, Rouse PC, Bilzon JLJ. Virtual-reality exergaming improves performance during high-intensity interval training. Eur J Sport Sci 2018; 19:719-727. [DOI: 10.1080/17461391.2018.1542459] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Matthew Farrow
- Department for Health, University of Bath, Bath, UK
- Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA), University of Bath, Bath, UK
| | - Christof Lutteroth
- Department of Computer Science, University of Bath, Bath, UK
- Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA), University of Bath, Bath, UK
| | | | - James L. J. Bilzon
- Department for Health, University of Bath, Bath, UK
- Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA), University of Bath, Bath, UK
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21
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Soltani M, Drever SA, Hoffman HG, Sharar SR, Wiechman SA, Jensen MP, Patterson DR. Virtual reality analgesia for burn joint flexibility: A randomized controlled trial. Rehabil Psychol 2018; 63:487-494. [PMID: 30284865 PMCID: PMC6235624 DOI: 10.1037/rep0000239] [Citation(s) in RCA: 37] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
OBJECTIVE We conducted a randomized controlled study to determine the effects of virtual reality (VR) distraction on pain and range of motion (ROM) in patients hospitalized for burn care during active physical therapy exercises. METHOD Thirty-nine participants aged 15 to 66 (M = 36) years with significant burn injuries (mean burn size = 14% TBSA) participated. Under therapist supervision, using a within-subjects design, participants performed unassisted active ROM exercises both with and without VR distraction in a randomized order. Therapists provided participants with instructions but did not physically assist with stretches. Maximum active ROM was measured using a goniometer. A 0-100 Graphic Rating Scale (GRS) was used to assess the cognitive, affective, and sensory components of pain. A GRS rating of the amount of "fun" during stretching served as a measure of positive experience. RESULTS Participants reported lower mean GRS ratings during VR, relative to No VR, for worst pain, pain unpleasantness, and time spent thinking about pain. They also reported having a more positive experience during VR than during No VR. However, patients did not show greater ROM during VR. CONCLUSION Immersive VR reduced pain during ROM exercises that were under the control of the patient. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
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Affiliation(s)
| | | | | | - Sam R Sharar
- Department of Anesthesiology, University of Washington
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22
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Meckel Y, Zach S, Eliakim A, Sindiani M. The interval-training paradox: Physiological responses vs. subjective rate of perceived exertion. Physiol Behav 2018; 196:144-149. [PMID: 30153453 DOI: 10.1016/j.physbeh.2018.08.013] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/15/2018] [Revised: 08/05/2018] [Accepted: 08/24/2018] [Indexed: 11/30/2022]
Abstract
OBJECTIVE The purpose of the present study was to compare the physiological and perceived exertion responses of two different interval-training protocols - decreasing- and increasing-distance, matched for total distance, throughout a six-week training period. METHODS Forty male physical education students (23 ± 1.3 years) were randomly assigned to either the increasing- or decreasing-distance interval-training group (ITG and DTG). The ITG performed increasing-distance interval training (100-200-300-400-500 m) and the DTG performed decreasing-distance interval training (500-400-300-200-100 m), twice a week for each. Heart rate (HR) and rate of perceived exertion (RPE) responses were monitored in each of the six-week training program sessions. RESULTS Mean HR values were significantly higher (p = .00) in the DTG (181 ± 2.8 bpm) compared with the ITG (163 ± 10.4 bpm). Mean RPE values were significantly higher (p = .00) in the ITG (7.5 ± 0.3 a.u.) compared with the DTG (5.8 ± 0. 6 a.u.). The percent change in RPE responses throughout the six-week training program was significantly greater (p = .00) in the DTG (50% ± 0.7) compared with the ITG (25% ± 0.7). CONCLUSIONS The findings demonstrated that physiological responses may not necessarily match the participant's perceived exertion, and that in addition to training physical load, a sensation of relief from the achievement is probably a significant factor to be considered during training.
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Affiliation(s)
- Yoav Meckel
- Life Science Department, The Academic College at Wingate, Wingate Institute, Israel.
| | - Sima Zach
- Life Science Department, The Academic College at Wingate, Wingate Institute, Israel
| | - Alon Eliakim
- Life Science Department, The Academic College at Wingate, Wingate Institute, Israel; Child Health and Sport Center, Pediatric Department, Meir Medical Center, Sackler School of Medicine, Tel Aviv University, Israel
| | - Mahmood Sindiani
- Life Science Department, The Academic College at Wingate, Wingate Institute, Israel
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