Interactive Technology Applications for Sports Nutrition ... · Exergaming and Adolescents • DDR...
Transcript of Interactive Technology Applications for Sports Nutrition ... · Exergaming and Adolescents • DDR...
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Interactive Technology Applicationsfor Sports Nutrition Research
Chih-Yin Tai, Ed.DLaura Carson, BSPaul Falcone, MS
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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
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Exergaming
• Cardio with video game attached– Video bicycle
• Exercise Gaming systems
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Video Bicycle
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Video Bicycle
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Exercise Gaming Systems
• EyeToy• Kinect• Wii• DDR• Xavix• Trazer
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Sony EyeToy
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Sony EyeToy
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Microsoft Kinect
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Microsoft Kinect
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Nintendo Wii
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Nintendo Wii
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Dance Dance Revolution (DDR)
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Dance Dance Revolution (DDR)
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Xavix
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Xavix
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Trazer
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Trazer
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Training
• SmartSpeed• Sportwall• Makoto II• 3-Kick
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SmartSpeed
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SmartSpeed
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Sportwall
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Sportwall
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Makoto II
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3-Kick
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3-Kick
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Testing
• Sportwall• Makoto II• 3-Kick• Cognitive Function Test Battery
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Cognitive Function Test Battery
Stroop test Emotional cognition
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Stroop Test
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Applications-Exergaming
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Overview
• Exergaming in-youth-school-gyms
• Training-Athletes-Sports
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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
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Goals of Exergaming
-MAKE PHYSICAL ACTIVITY MOREENJOYABLE-help sedentary youth become moreactive-Increase heart rate-Increase energy expenditure-Improve general coordination skills
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Exergaming at the Gym
• Gaming consoles (bikes, rowing machines)• Increase adherence (Rhodes 2009)
-may suggest: increase motivation:competition
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Goals of Exergaming
-make physical activity moreenjoyable-HELP SEDENTARY YOUTH BECOMEMORE ACTIVE-Increase heart rate-Increase energy expenditure
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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
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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
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Goals of Exergaming
-make physical activity moreenjoyable-help sedentary youth become moreactive-INCREASE HEART RATE-Increase energy expenditure
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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)
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Goals of Exergaming
-make physical activity moreenjoyable-help sedentary youth become moreactive-increase heart rate-INCREASE ENERGY EXPENDITURE
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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.
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Applications-Training
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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
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MAKOTO VIDEO
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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
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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
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3-Kick
• EX. Reaction timeMMA athletes: kicking and punching
SPORTWALL
• EX. Accuracy and powerSoccer: kick a ball
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Applications-Testing
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Testing - Overview• Cognitive Function
– Nutrition applications– Sports applications
• Reaction Time– Acute– Chronic
• Fatigue– Comparative Exercise study– Hydration/Recovery study
• Sport-specific Testing
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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)
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Cognitive FunctionSports – Concussions• ImPACT: commonly used computerized test for concussions
– Shown to be reliable compared to other neurocognitivetests (Register-Mihalik et al., 2012)
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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
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Reaction Time
ACUTE• Improved reaction time via Makoto 2-minute
test after consuming multi-ingredient caffeinebeverage (Hoffman et al., 2009)
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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.
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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.
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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)
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Spradley et al. (2012)
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Reaction Time
CHRONIC• No difference in reaction time with one month
of supplementation with multi-ingredientcaffeine beverage (Tai et al., 2012)
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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
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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
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Fatigue
20LA2 Warm Up Exercise Cool DownVO2 1884.136 1653.707 2011.09VCO2 1558.811 1415.561 1703.859
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Fatigue
20LA2 Warm Up Exercise Cool DownHR 140.14 131.0222 147.0542R 0.823862 0.857617 0.849927
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Fatigue
15MR1 Warm Up Exercise Cool DownVO2 2159.879 2215.439 2063.927VCO2 1881.355 2024.006 1905.063
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Fatigue
15MR1 Warm Up Exercise Cool DownHR 132.1754 129.0768 131.839R 0.866653 0.915684 0.93119
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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
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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
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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
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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
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SmartSpeed
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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
![Page 72: Interactive Technology Applications for Sports Nutrition ... · Exergaming and Adolescents • DDR and Wii Tennis: increase higher Energy expenditure in overweight children than normal](https://reader034.fdocuments.in/reader034/viewer/2022050223/5f686eceab24d17307391daa/html5/thumbnails/72.jpg)
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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Questions?