Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc...Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.展开更多
Background: Physical activity throughout the school day may help reduce the risk of childhood obesity. Semi-structured recess is a unique approach to create more physical activity. Therefore, the purpose of this study...Background: Physical activity throughout the school day may help reduce the risk of childhood obesity. Semi-structured recess is a unique approach to create more physical activity. Therefore, the purpose of this study was to compare the physical activity and enjoyment of urban school children during traditional unstructured recess and semi-structured recess. Method: Children from the Southwestern US (N = 165) wore a NL-1000 piezoelectric accelerometer during their 15-minute lunch recess. Children participated in both their traditional unstructured (no structure and no equipment) recess and semi-structured (organized games and equipment) recess. An enjoyment scale was completed after both types of recess formats. Results: During unstructured recess, children accumulated 1028 ± 356 steps and 4.59 ± 2.2 minutes of MVPA compared to 1156 ± 434 steps and 5.44 ± 2.76 minutes of moderate to vigorous physical activity (MVPA) during semi-structured recess. Paired sample t-tests revealed that children took significantly more steps (t = 𕒸.98;p < 0.001) and MVPA (t = 𕒹.940;p < 0.001) during semi-structured recess. No significant differences were found for enjoyment (p = 0.847) between recesses. Conclusions: It is important for schools to consider creative, semi-structured recess opportunities to increase step counts and time in MVPA (while maintaining enjoyment) and reinforce recess as an important component of a comprehensive school physical activity program.展开更多
Background: Decreasing the risk of overweight and obesity from an early age is imperative and efforts should focus on fostering children’s physical activity (PA). Within school-based interventions, there is insuffici...Background: Decreasing the risk of overweight and obesity from an early age is imperative and efforts should focus on fostering children’s physical activity (PA). Within school-based interventions, there is insufficient evidence on the effectiveness of the use of character peer-modeling and goal setting to increase physical activity. Therefore, the purpose of this study was to examine the impact of a school-based intervention on PA and enjoyment of PA in grades 3 - 5 elementary school age children at two urban elementary schools. Methods: Participants were 95 students of 8 - 10 years old;activity monitors were used to assess physical activity. Daily physical activity and enjoyment was recorded at baseline, intervention, and at a 6-school-week follow-up. Results: PA significantly increased in the intervention school averaging 5549 steps at baseline, 5889 steps during the intervention, and 6515 during follow-up (p Conclusion: The Fit “n” Cool Kids intervention presents the potential of peer-modeling and goal setting for increasing PA at school. Continued interventions in schools may positively influence children’s healthy living patterns.展开更多
最有价值球员算法(Most Valuable Player Algorithm,MVPA)是一种模拟体育比赛的新型智能优化算法。针对该算法在求解复杂优化问题时存在寻优精度低、收敛速度慢等问题,提出了一种新型最有价值球员算法(Novel MVPA)。在个体竞争公式中,...最有价值球员算法(Most Valuable Player Algorithm,MVPA)是一种模拟体育比赛的新型智能优化算法。针对该算法在求解复杂优化问题时存在寻优精度低、收敛速度慢等问题,提出了一种新型最有价值球员算法(Novel MVPA)。在个体竞争公式中,引入自适应的个体经验权重和群体经验权重,以实现全局探索和局部开发能力的平衡;在队伍竞争阶段,当队伍输了比赛以后采用基于云模型的变异操作来更新队伍,降低算法陷入局部最优解的概率,从而提高算法的计算精度和优化速度。采用20个测试函数进行数值实验。结果表明,与基本最有价值球员算法、粒子群算法和遗传算法相比,新算法具有更高的寻优精度和更快的优化速度。展开更多
基金supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL)by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA。
文摘Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
文摘Background: Physical activity throughout the school day may help reduce the risk of childhood obesity. Semi-structured recess is a unique approach to create more physical activity. Therefore, the purpose of this study was to compare the physical activity and enjoyment of urban school children during traditional unstructured recess and semi-structured recess. Method: Children from the Southwestern US (N = 165) wore a NL-1000 piezoelectric accelerometer during their 15-minute lunch recess. Children participated in both their traditional unstructured (no structure and no equipment) recess and semi-structured (organized games and equipment) recess. An enjoyment scale was completed after both types of recess formats. Results: During unstructured recess, children accumulated 1028 ± 356 steps and 4.59 ± 2.2 minutes of MVPA compared to 1156 ± 434 steps and 5.44 ± 2.76 minutes of moderate to vigorous physical activity (MVPA) during semi-structured recess. Paired sample t-tests revealed that children took significantly more steps (t = 𕒸.98;p < 0.001) and MVPA (t = 𕒹.940;p < 0.001) during semi-structured recess. No significant differences were found for enjoyment (p = 0.847) between recesses. Conclusions: It is important for schools to consider creative, semi-structured recess opportunities to increase step counts and time in MVPA (while maintaining enjoyment) and reinforce recess as an important component of a comprehensive school physical activity program.
文摘Background: Decreasing the risk of overweight and obesity from an early age is imperative and efforts should focus on fostering children’s physical activity (PA). Within school-based interventions, there is insufficient evidence on the effectiveness of the use of character peer-modeling and goal setting to increase physical activity. Therefore, the purpose of this study was to examine the impact of a school-based intervention on PA and enjoyment of PA in grades 3 - 5 elementary school age children at two urban elementary schools. Methods: Participants were 95 students of 8 - 10 years old;activity monitors were used to assess physical activity. Daily physical activity and enjoyment was recorded at baseline, intervention, and at a 6-school-week follow-up. Results: PA significantly increased in the intervention school averaging 5549 steps at baseline, 5889 steps during the intervention, and 6515 during follow-up (p Conclusion: The Fit “n” Cool Kids intervention presents the potential of peer-modeling and goal setting for increasing PA at school. Continued interventions in schools may positively influence children’s healthy living patterns.
文摘最有价值球员算法(Most Valuable Player Algorithm,MVPA)是一种模拟体育比赛的新型智能优化算法。针对该算法在求解复杂优化问题时存在寻优精度低、收敛速度慢等问题,提出了一种新型最有价值球员算法(Novel MVPA)。在个体竞争公式中,引入自适应的个体经验权重和群体经验权重,以实现全局探索和局部开发能力的平衡;在队伍竞争阶段,当队伍输了比赛以后采用基于云模型的变异操作来更新队伍,降低算法陷入局部最优解的概率,从而提高算法的计算精度和优化速度。采用20个测试函数进行数值实验。结果表明,与基本最有价值球员算法、粒子群算法和遗传算法相比,新算法具有更高的寻优精度和更快的优化速度。