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Effects Of Virtual Reality Somatosensory Games Of Different Frequency On Six Physical Fitness Indexes Of Young People

Posted on:2021-02-19Degree:MasterType:Thesis
Country:ChinaCandidate:Z L LiFull Text:PDF
GTID:2427330611490280Subject:Social sports guidance
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Objective of the study: By recording the body mass index(BMI)of young people in the normal range(18.5?23.9)of the body mass index(BMI)in the exercise intervention of virtual reality somatosensory games(VR somatosensory games)with different exercise frequencies,1)to objectively reflect whether VR somatosensory games can be used as a daily exercise method to help young people in the normal range of BMI to improve their body mass;2)to provide more scientific and effective recommendations on the exercise frequency for young people in the normal range of BMI who want to improve their body mass by VR somatosensory games.Methodology: This paper used literature,experimental and statistical methods to study the changes in body weight,body fat percentage,skeletal muscle weight,grip strength,longitudinal jump height,reaction time and closed-eye,one-legged standing time of the young people with BMI in the normal range after a short period of VR somatosensory game intervention.Findings: 1)The effect of the VR somatosensory play-motor intervention on BMI was negligible in a normal range of young people,but the effect on body weight,body fat percentage,skeletal muscle weight,grip strength,reaction time and time spent standing on one foot with eyes closed was significant;2)The effect of the VR somatosensory play-motor intervention on skeletal muscle weight and grip strength was gender neutral,and data from male and female subjects need to be analyzed separately;3)The effect of the VR somatosensory play-motor intervention on body weight,body fat percentage,reaction time and time spent standing on one foot with eyes closed was not gender neutral,and data from subjects need not be analyzed separately.Conclusions of the study: 1)VR sensory play has a significant effect on the physical fitness of young people,especially in terms of reaction time and time spent standing on one foot with eyes closed;2)for young people with BMI in the normal range,if they want to control their weight and body fat rate through VR sensory play,it is recommended to exercise 24 hours per session and 55 minutes per session;to develop their reaction time,it is recommended to exercise 96 hours per session and 55 minutes per session,but not more than 48 hours per session and 55 minutes per session.(3)Increase the time spent standing on one foot with eyes closed(balance),with a recommended exercise frequency of 72 hours/time and a single exercise duration of 55 minutes,and increase the exercise frequency appropriately to achieve more pronounced results;(4)Do not recommend VR somatosensory games to increase skeletal muscle weight for young men with normal BMI;increase grip strength(development of upper limb muscles),with a recommended exercise frequency of 72 hours/time and a single exercise duration of 55 minutes,and increase the exercise frequency appropriately;(5)increase skeletal muscle weight for young women with normal BMI,with a recommended exercise frequency of 48 hours/time and a single exercise duration of 55 minutes;increase grip strength(development ofupper limb muscles),with a recommended exercise frequency of 72 hours/time and a single exercise duration of 55 minutes and increase the exercise frequency appropriately.Users are more likely to experience slight dizziness and sore eyes during the VR somatic gaming experience,and users who experience discomfort during the VR somatic gaming experience should immediately stop the gaming experience to avoid unnecessary damage.If you choose to use VR games as a means of fitness,you can initially shorten the time of a single exercise to avoid dizziness,sore eyes and other conditions.
Keywords/Search Tags:Virtual Reality Somatosensory Games, Physical Fitness Index, Young People
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