Upper Limb Muscles Activity during Punches in Virtual Reality Exergame on Standing and Sitting Position

Surabaya Physical Medicine and Rehabilitation Journal

View Publication Info
 
 
Field Value
 
Title Upper Limb Muscles Activity during Punches in Virtual Reality Exergame on Standing and Sitting Position
 
Creator Putra, Bayu Aji Mayogya
Masduchi, Reni Hendrarati
Tinduh, Damayanti
Pawana, I Putu Alit
 
Subject Physical Medicine and Rehabilitation; Medical Rehabilitation; Rehabilitation; Rehabilitation Medicine; Biomechanics
boxing; electromyography; exergame; muscle activity; nintendo switch; playing position; virtual reality
 
Description Background: Physical activity (PA) provides various health benefits. Unfortunately, individuals with disabilities may experience health problems and greater obstacles to PA participation. Boxing exergame (EXG) based on virtual reality (VR) can be an alternative option to increase physical activity level because it is fun, relatively affordable and accessible. Punching in boxing requires complex movements, wherein the lower limbs are contributor for effective punches. An understanding of muscles activity is important to uncover the potential benefits of VR EXG.Aim: To evaluate the differences in upper limb muscles activity of the dominant side in standing compared to sitting position during punches.Material and methods: This was a cross-sectional study involving 15 healthy adult men. Surface electromyography examinations was performed on four upper limb muscles of the dominant side (upper trapezius, anterior deltoid, biceps, triceps) when delivering straight, hook and uppercut punches while playing VR EXG "Fitness Boxing" Nintendo Switch™ in standing and sitting position.Results: Fifteen healthy men (age 31.87±3.14 years old, BMI 23.77±2.47 kg.m-2) were participated in this study. No significant difference found in the percentage of maximum voluntary isometric contraction (%MVIC) values of the upper trapezius, anterior deltoid, biceps and triceps muscles of the dominant sides when the subjects delivered straight, hook and uppercut punches (p>0.05), except for upper trapezius muscle during uppercut punch in standing compared to sitting position (p=0.041).Conclusion: The VR EXG "Fitness Boxing" Nintendo Switch™ can be done in a standing or sitting position to get similar effect on the upper limb muscles.
 
Publisher FK Universitas Airlangga
 
Contributor
 
Date 2021-02-25
 
Type info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
 
Format application/pdf
 
Identifier http://e-journal.unair.ac.id/SPMRJ/article/view/21550
10.20473/spmrj.v3i1.21550
 
Source Surabaya Physical Medicine and Rehabilitation Journal; Vol 3, No 1 (2021): SPMRJ, FEBRUARY 2021; 14-22
2656-0895
 
Language eng
 
Relation http://e-journal.unair.ac.id/SPMRJ/article/view/21550/13533
http://e-journal.unair.ac.id/SPMRJ/article/downloadSuppFile/21550/6073
 
Rights https://creativecommons.org/licenses/by/4.0/
 

Contact Us

The PKP Index is an initiative of the Public Knowledge Project.

For PKP Publishing Services please use the PKP|PS contact form.

For support with PKP software we encourage users to consult our wiki for documentation and search our support forums.

For any other correspondence feel free to contact us using the PKP contact form.

Find Us

Twitter

Copyright © 2015-2018 Simon Fraser University Library