Show simple item record

dc.contributor.authorHuang, Chun-Kai
dc.contributor.authorBuster, Thad W.
dc.contributor.authorSiu, Ka-Chun
dc.contributor.authorBurnfield, Judith M.
dc.date.accessioned2023-06-27T19:56:32Z
dc.date.available2023-06-27T19:56:32Z
dc.date.issued2022-12-07
dc.identifier.citationHuang C-K, Buster TW, Siu K-C and Burnfield JM (2022), Combining a nonimmersive virtual reality gaming with motor-assisted elliptical exercise increases engagement and physiologic effort in children. Front. Virtual Real. 3:1063187. doi: 10.3389/frvir.2022.1063187en_US
dc.identifier.urihttps://hdl.handle.net/1808/34452
dc.descriptionA grant from the One-University Open Access Fund at the University of Kansas was used to defray the author's publication fees in this Open Access journal. The Open Access Fund, administered by librarians from the KU, KU Law, and KUMC libraries, is made possible by contributions from the offices of KU Provost, KU Vice Chancellor for Research & Graduate Studies, and KUMC Vice Chancellor for Research. For more information about the Open Access Fund, please see http://library.kumc.edu/authors-fund.xml.en_US
dc.description.abstractVirtual reality (VR) gaming is promising in sustaining children’s participation during intensive physical rehabilitation. This study investigated how integration of a custom active serious gaming with a robot-motorized elliptical impacted children’s perception of engagement (Intrinsic Motivation Inventory), physiologic effort (i.e., exercise speed, heart rate, lower extremity muscle activation), and joint kinematics while overriding the motor’s assistance. Compared to Non-VR condition, during the VR-enhanced condition participants’ perceived engagement was 23% greater (p = 0.01), self-selected speed was 10% faster (p = 0.02), heart rate was 7% higher (p = 0.08) and muscle demands increased. Sagittal plane kinematics demonstrated only a small change at the knee. This study demonstrated that VR plays an essential role in promoting greater engagement and physiologic effort in children performing a cyclic locomotor rehabilitation task, without causing any adverse events or substantial disruption in lower extremity joint kinematics. The outcomes of this study provide a foundation for understanding the role of future VR-enhanced interventions and research studies that weigh/balance the need to physiologically challenge a child during training with the value of promoting task-related training to help promote recovery of walking.en_US
dc.publisherFrontiers Mediaen_US
dc.rights© 2022 Huang, Buster, Siu and Burnfield. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY).en_US
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/en_US
dc.subjectVirtual realityen_US
dc.subjectSerious gamingen_US
dc.subjectEngagementen_US
dc.subjectElectromyographyen_US
dc.subjectHeart rateen_US
dc.subjectJoint kinematicsen_US
dc.titleCombining a non-immersive virtual reality gaming with motor-assisted elliptical exercise increases engagement and physiologic effort in childrenen_US
dc.typeArticleen_US
kusw.kuauthorHuang, Chun-Kai
kusw.kudepartmentDepartment of Physical Therapy, Rehabilitation Science and Athletic Trainingen_US
dc.identifier.doi10.3389/frvir.2022.1063187en_US
kusw.oaversionScholarly/refereed, publisher versionen_US
kusw.oapolicyThis item meets KU Open Access policy criteria.en_US
dc.rights.accessrightsopenAccessen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record

© 2022 Huang, Buster, Siu and Burnfield. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY).
Except where otherwise noted, this item's license is described as: © 2022 Huang, Buster, Siu and Burnfield. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY).