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Effects of feedback on activation of the quadriceps during weight-bearing tasks of the Wii.

Fernandes da Silva F, Aparecido de Souza R, Dias EF, Silveira L, Villaverde AB - J Phys Ther Sci (2015)

Bottom Line: [Purpose] This investigation evaluated the effect of real-time feedback on electrical activation of the quadriceps during 3 weight-bearing tasks of the Wii Fit Plus(®). [Subjects] Thirty male healthy volunteers were recruited. [Methods] Activation of the vastus medialis, vastus lateralis, and rectus femoris muscles was recorded during virtual lunge, single leg extension, and single leg reach exercises.Additionally, these games showed electromyographic activation levels similar to those for the same tasks outside the virtual environment.The Wii weight-bearing tasks could therefore constitute a physical activity program but without the additional benefit of feedback.

View Article: PubMed Central - PubMed

Affiliation: Biomedical Engineering Institute, Camilo Castelo Branco University (UNICASTELO), Brazil ; Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of the South of Minas Gerais (IFSULDEMINAS), Brazil.

ABSTRACT
[Purpose] This investigation evaluated the effect of real-time feedback on electrical activation of the quadriceps during 3 weight-bearing tasks of the Wii Fit Plus(®). [Subjects] Thirty male healthy volunteers were recruited. [Methods] Activation of the vastus medialis, vastus lateralis, and rectus femoris muscles was recorded during virtual lunge, single leg extension, and single leg reach exercises. Each exercise was performed twice in 3 randomized experimental conditions (with visual feedback, with auditory feedback, and with no feedback). The normalized electromyographic data (using maximum voluntary isometric contraction) were analyzed using repeated measures analysis of variance and Tukey's test. [Results] No significant difference was found in the muscles among the feedback conditions during the 3 exercises. However, the variation in the muscle activity of the vastus medialis and vastus lateralis (18.23-29.20% of maximum voluntary isometric contraction) was higher (47-62%) than that in the rectus femoris (7.35-12.98% of maximum voluntary isometric contraction). [Conclusion] Real-time feedback did not alter quadriceps activation during the Wii tasks. Additionally, these games showed electromyographic activation levels similar to those for the same tasks outside the virtual environment. The Wii weight-bearing tasks could therefore constitute a physical activity program but without the additional benefit of feedback.

No MeSH data available.


Related in: MedlinePlus

Initial and final positions of the following exercises: Lunge (A and B), Single legextension (C and D) and Single leg reach (E and F)
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fig_002: Initial and final positions of the following exercises: Lunge (A and B), Single legextension (C and D) and Single leg reach (E and F)

Mentions: The virtual reality environment was simulated by the Nintendo Wii. Input devices thatallowed the user-Wii interaction process were the Wii Balance Board and Sensor Bar. The WiiBalance Board has 4 pressure sensors that measure the users’ body weight distribution on thelower limbs and their balance. The Wii Fit Plus® software was used, whichincorporates balance, aerobic, yoga, and strengthening activities. For this study, 3 WBT ofthe strengthening category were chosen: lunge; SLE; and SLR (Fig. 2Fig. 2.


Effects of feedback on activation of the quadriceps during weight-bearing tasks of the Wii.

Fernandes da Silva F, Aparecido de Souza R, Dias EF, Silveira L, Villaverde AB - J Phys Ther Sci (2015)

Initial and final positions of the following exercises: Lunge (A and B), Single legextension (C and D) and Single leg reach (E and F)
© Copyright Policy - open-access
Related In: Results  -  Collection

License
Show All Figures
getmorefigures.php?uid=PMC4499964&req=5

fig_002: Initial and final positions of the following exercises: Lunge (A and B), Single legextension (C and D) and Single leg reach (E and F)
Mentions: The virtual reality environment was simulated by the Nintendo Wii. Input devices thatallowed the user-Wii interaction process were the Wii Balance Board and Sensor Bar. The WiiBalance Board has 4 pressure sensors that measure the users’ body weight distribution on thelower limbs and their balance. The Wii Fit Plus® software was used, whichincorporates balance, aerobic, yoga, and strengthening activities. For this study, 3 WBT ofthe strengthening category were chosen: lunge; SLE; and SLR (Fig. 2Fig. 2.

Bottom Line: [Purpose] This investigation evaluated the effect of real-time feedback on electrical activation of the quadriceps during 3 weight-bearing tasks of the Wii Fit Plus(®). [Subjects] Thirty male healthy volunteers were recruited. [Methods] Activation of the vastus medialis, vastus lateralis, and rectus femoris muscles was recorded during virtual lunge, single leg extension, and single leg reach exercises.Additionally, these games showed electromyographic activation levels similar to those for the same tasks outside the virtual environment.The Wii weight-bearing tasks could therefore constitute a physical activity program but without the additional benefit of feedback.

View Article: PubMed Central - PubMed

Affiliation: Biomedical Engineering Institute, Camilo Castelo Branco University (UNICASTELO), Brazil ; Group of Studies and Research in Health Sciences (GEP-CS), Federal Institute of Education, Science and Technology of the South of Minas Gerais (IFSULDEMINAS), Brazil.

ABSTRACT
[Purpose] This investigation evaluated the effect of real-time feedback on electrical activation of the quadriceps during 3 weight-bearing tasks of the Wii Fit Plus(®). [Subjects] Thirty male healthy volunteers were recruited. [Methods] Activation of the vastus medialis, vastus lateralis, and rectus femoris muscles was recorded during virtual lunge, single leg extension, and single leg reach exercises. Each exercise was performed twice in 3 randomized experimental conditions (with visual feedback, with auditory feedback, and with no feedback). The normalized electromyographic data (using maximum voluntary isometric contraction) were analyzed using repeated measures analysis of variance and Tukey's test. [Results] No significant difference was found in the muscles among the feedback conditions during the 3 exercises. However, the variation in the muscle activity of the vastus medialis and vastus lateralis (18.23-29.20% of maximum voluntary isometric contraction) was higher (47-62%) than that in the rectus femoris (7.35-12.98% of maximum voluntary isometric contraction). [Conclusion] Real-time feedback did not alter quadriceps activation during the Wii tasks. Additionally, these games showed electromyographic activation levels similar to those for the same tasks outside the virtual environment. The Wii weight-bearing tasks could therefore constitute a physical activity program but without the additional benefit of feedback.

No MeSH data available.


Related in: MedlinePlus