Interactive Technology Applications for Sports Nutrition ... · Exergaming and Adolescents • DDR...

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Transcript of Interactive Technology Applications for Sports Nutrition ... · Exergaming and Adolescents • DDR...

Interactive Technology Applicationsfor Sports Nutrition Research

Chih-Yin Tai, Ed.DLaura Carson, BSPaul Falcone, MS

What is Interactive Technology?

• Technology that improves the engagement,training, or testing of athletes

– Exergaming:• promote exercise for health

– Training:• improve specific skills for athletes

– Testing:• measure specific skills for research

Exergaming

• Cardio with video game attached– Video bicycle

• Exercise Gaming systems

Video Bicycle

Video Bicycle

Exercise Gaming Systems

• EyeToy• Kinect• Wii• DDR• Xavix• Trazer

Sony EyeToy

Sony EyeToy

Microsoft Kinect

Microsoft Kinect

Nintendo Wii

Nintendo Wii

Dance Dance Revolution (DDR)

Dance Dance Revolution (DDR)

Xavix

Xavix

Trazer

Trazer

Training

• SmartSpeed• Sportwall• Makoto II• 3-Kick

SmartSpeed

SmartSpeed

Sportwall

Sportwall

Makoto II

3-Kick

3-Kick

Testing

• Sportwall• Makoto II• 3-Kick• Cognitive Function Test Battery

Cognitive Function Test Battery

Stroop test Emotional cognition

Stroop Test

Applications-Exergaming

Overview

• Exergaming in-youth-school-gyms

• Training-Athletes-Sports

Facts• Obesity: (2013) 31.8% of

children and adolescentsages 2-19 are consideredoverweight or obese.

• Video games are playedby 99% of boys and 94%of girls-- 12-17yr old(Lenhart, 2008)

• Exergaming = the newinnovative tool

Goals of Exergaming

-MAKE PHYSICAL ACTIVITY MOREENJOYABLE-help sedentary youth become moreactive-Increase heart rate-Increase energy expenditure-Improve general coordination skills

Exergaming at the Gym

• Gaming consoles (bikes, rowing machines)• Increase adherence (Rhodes 2009)

-may suggest: increase motivation:competition

Goals of Exergaming

-make physical activity moreenjoyable-HELP SEDENTARY YOUTH BECOMEMORE ACTIVE-Increase heart rate-Increase energy expenditure

Exergaming and Adolescents

• DDR and Wii Tennis: increase higherEnergy expenditure in overweightchildren than normal children(Unnithan 2006)

• Average absolute VO2: Overweighthigher vs normal (OW: 917.1 +/-257.1 vs. 590.6 +/- 147.9 mL/min )

• Met ACSM cardiorespiratory fitnessguidelines

Exergaming in SchoolsBecoming part of Physical Education classes• STUDY: Higher Physical Activity w/ DDR

and 3-kick than PE class (Shayne 2012)• Can improve:• Opportunity to engage in PA (OPA)• Student’s physical health• Social activity

Goals of Exergaming

-make physical activity moreenjoyable-help sedentary youth become moreactive-INCREASE HEART RATE-Increase energy expenditure

Is quality of exercise achievable?• Wii boxing results: mean HR was 77.5% of max = moderate to

vigorous aerobic response ACSM guidelines (Bosch)

Fig 1: Mean heart rate response of all participants (expressedas HRmax) to a single Nintendo Wii Boxing Session. All valuesexpressed as mean (SD.)

ACSM: Moderate(64-76% HRmax)Vigorous (77-93%HRmax)

Goals of Exergaming

-make physical activity moreenjoyable-help sedentary youth become moreactive-increase heart rate-INCREASE ENERGY EXPENDITURE

Is quality of exercise achievable?• All games reached ACSM Recommendations for daily PA: HR (81-86% max

HR) and Energy Expenditure (Siegel 2009)

Variable Bike GameMean ± SD

Boxing GameMean ± SD

3-Kick GameMean ± SD

F

Exercise Time(min)

9.18 ± 3.23 11.51 ± 3.73 6.33 ± 4.08 3.26*

Average HR(beats·min−1)

159.09 ± 16.96 161.04 ± 13.61 166.46 ± 14.28 0.84

VO2 (ml·kg·−1min−1)

15.60 ± 4.30 12.41 ± 4.36 17.47 ± 4.79** 4.23*

Average EnergyExpenditure(kcal·min−1)

8.10 ± 1.57 6.85 ± 2.72 8.62 ± 2.61 1.94

Total kcalduring 30 min

73.06 ± 25.40 80.31 ± 44.02 55.11 ± 36.04 1.69

TABLE 1: Results of one-way ANOVA between average heart rate, VO2, energy expenditure, and three interactive games.

Applications-Training

Interactive Technology Training

• More than making physical activity enjoyableand sedentary youth active

• Interactive sport technology to customizecertain programs for specific sports or types ofathletes

• Develop specific set of skills

MAKOTO VIDEO

MAKOTO

• How it can be used for Training:• Agility and Choice Reaction time: Random,

visual, auditory movements• Improve speed and efficacy: First-Step Speed• Basketball: ex. Passing Bball between two

towers• Military: ex. Crawling through swamps, being

very alert

MAKOTO

Cognitive Uses• Physical Therapy for Brain trauma• Secrete Brain Derived Neurotrophic Factor:

improved neuron growth and repair• Help treat autism and learning disabilities-

memory and motor skills

3-Kick

• EX. Reaction timeMMA athletes: kicking and punching

SPORTWALL

• EX. Accuracy and powerSoccer: kick a ball

Applications-Testing

Testing - Overview• Cognitive Function

– Nutrition applications– Sports applications

• Reaction Time– Acute– Chronic

• Fatigue– Comparative Exercise study– Hydration/Recovery study

• Sport-specific Testing

Cognitive Function

Nutrition• DHA improved memory and RT of memory via

computerized cognitive test battery(Stonehouse et al., 2013)

• Contextual recognition memory performancewas significantly improved followingmultivitamin supplementation (p < 0.05).Performance on other cognitive tasks did notchange (Harris et al., 2012)

Cognitive FunctionSports – Concussions• ImPACT: commonly used computerized test for concussions

– Shown to be reliable compared to other neurocognitivetests (Register-Mihalik et al., 2012)

Cognitive FunctionSports – Concussions• Makoto could be adjunct to provide additional reaction time

and gross motor testing• 3-Kick similarly could allow MMA athletes to test reaction

time and gross motor function in sport-specific way, sincethey are at high risk

Reaction Time

ACUTE• Improved reaction time via Makoto 2-minute

test after consuming multi-ingredient caffeinebeverage (Hoffman et al., 2009)

Hoffman et al. (2009)

Figure 3a: Reaction time: Average number of hits. * = Significant difference (p < 0.05)between the supplement and placebo. b: Reaction time: Average percentageof successful hits from total possible targets. * = Significant difference (p <0.05) between the supplement and placebo. Data are reported mean ± SD.

Hoffman et al. (2009)

Figure 3a: Reaction time: Average number of hits. * = Significant difference (p < 0.05)between the supplement and placebo. b: Reaction time: Average percentageof successful hits from total possible targets. * = Significant difference (p <0.05) between the supplement and placebo. Data are reported mean ± SD.

Reaction Time

ACUTE• Improved reaction time via Makoto 2-min. test

after consuming multi-ingredient caffeinebeverage (Hoffman et al., 2009)

• Improved reaction time via Makoto single-stepaudio and multidirectional 15s and 30s afterconsuming multi-ingredient caffeine beverage(Spradley et al., 2012)

Spradley et al. (2012)

Reaction Time

CHRONIC• No difference in reaction time with one month

of supplementation with multi-ingredientcaffeine beverage (Tai et al., 2012)

Fatigue

• Comparative Exercise study (data notpublished)– Compared 4 exercises (2 cardio, resistance,

resistance + cardio)– Used Makoto and 3-Kick as warm-up + cool down

to measure fatigue– 30 second protocols using one, two and three

tower each– 30 second familiarization

Fatigue

• Insensitivity to fatigue, possibly due to design– Familiarization – should be longer– Bout length – longer – initiate fatigue within bout

• 2 minutes• Using legs only – more tiring

Fatigue

20LA2 Warm Up Exercise Cool DownVO2 1884.136 1653.707 2011.09VCO2 1558.811 1415.561 1703.859

Fatigue

20LA2 Warm Up Exercise Cool DownHR 140.14 131.0222 147.0542R 0.823862 0.857617 0.849927

Fatigue

15MR1 Warm Up Exercise Cool DownVO2 2159.879 2215.439 2063.927VCO2 1881.355 2024.006 1905.063

Fatigue

15MR1 Warm Up Exercise Cool DownHR 132.1754 129.0768 131.839R 0.866653 0.915684 0.93119

Fatigue

• Metabolic data show that the Makoto and the3-Kick provide high-intensity exercise– Should test fatigue if designed properly– Further evidence that MKO + 3K effectively

increase heart rate and calorie burn

Fatigue

• Present study – hydration/recovery study– Use Makoto to determine recovery status– Subjects will be dehydrated and then rehydated

with recovery drinks at 150% volume lost– Outcomes will include exercise performance

measurements and fatigue/recovery via Makoto

Sport-specific Testing• Nutrition

– Sportwall for ball accuracy/velocity• Testing athletes using nutritional intervention + sport-

specific activity• Ex. Soccer players given 1 month diet and ball passing

accuracy is tested

Sport-specific Testing• Training

– Sportwall• (Example: soccer) Do my practice drills improve

shooting accuracy/power? Passing accuracy?

– Smartspeed• Develop combinations of skills to test

– BASKETBALL: One cut then jump height– FUNCTIONAL (police) stand from sitting, choice reaction run

15 feet, jump through a window, then punch force

SmartSpeed

Sport-specific Testing

• Training– Sportwall

• (Example: soccer) Do my practice drills improveshooting accuracy/power? Passing accuracy?

– Smartspeed• Develop combinations of skills to test

– BASKETBALL: One cut then jump height– FUNCTIONAL (police) stand from sitting, choice reaction run

15 feet, jump through a window, then punch force

References1. Shayne R., Fogel V, Miltenberger R., Koehler S. “The Effects of Exergaming on Physical Activity in a third grade physical education class”

Journal of Applied Behavior Analysis 2012, 45, 211-2152. Siegel S., Haddock B., Dubois A., Wilkin L., “Active Video/Arcade Games (Exergaming) and Energy Expenditure in College Students”

International Journal of Exercise Science. 2009; 2(3):165-1743. Bosch P., Poloni J., Thornton A., Lynskey J., “The Heart Rate Response to Nintendo Wii Boxing in Young Adults.” Cardiopulmonary Physical

Therapy Journal 2012, 23(2): 13-184. Staiano A., Calvert S. “Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits” Child Development Perspective

2011; 5(2): 93-985. Lenhart, A. “Teens, video games, and civics” Washington DC: Pew Internet and American Life Project 20086. Unnithan VB., Houser W., Fernhall B. “Evaluation of the energy cost of playing a dance simulation video game in overweight and non-

overweight children and adolescents.” International Journal of Sports Medicine. 2006; 27: 804-8097. Stonehouse W, Conlon CA, Podd J, Hill SR, Minihane AM, Haskell C, Kennedy D. DHA supplementation improved both memory and

reaction time in healthy young adults: a randomized controlled trial. Am J Clin Nutr. 2013 May;97(5):1134-43.8. Harris E, Macpherson H, Vitetta L, Kirk J, Sali A, Pipingas A. Effects of a multivitamin, mineral and herbal supplement on cognition and

blood biomarkers in older men: a randomised, placebo-controlled trial. Hum Psychopharmacol. 2012 Jul;27(4):370-7.9. Register-Mihalik JK, Kontos DL, Guskiewicz KM, Mihalik JP, Conder R, Shields EW. Age-related differences and reliability on computerized

and paper-and-pencil neurocognitive assessment batteries. J Athl Train. 2012;47(3):297-305.10. Hoffman JR, Kang J, Ratamess NA, Hoffman MW, Tranchina CP, Faigenbaum AD. Examination of a pre-exercise, high

energy supplement on exercise performance. J Int Soc Sports Nutr. 2009 Jan 6;6:2.11. Spradley BD, Crowley KR, Tai CY, Kendall KL, Fukuda DH, Esposito EN, Moon SE, Moon JR. Ingesting a pre-workout supplement

containing caffeine, B-vitamins, amino acids, creatine, and beta-alanine before exercise delays fatigue while improving reaction timeand muscular endurance. Nutr Metab (Lond). 2012 Mar 30;9:28.

12. Tai CY, Spradley BD, Crowley KR, Kendall KL, Fukuda DH, Purdy G, Magner A, Esposito EN, and Moon JR. Chronic supplementation of apre-workout supplement increases ventilatory threshold and improves lower body muscular strength and endurance. NSCAConference 2012.

13. Rhodes R., Warburton D., Bredin S. “Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial” Psychology,Health and Medicine 2009 , 14:6, 631-640

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