The purpose of this investigation was to determine whether people could accurately perceive physiological foot temperature during brief bouts of treadmill running in different combinations of shoe and sock models, and also how perception of comfort was influenced. Sixteen young adult males (21.3 0.8 years, 181.8 1 cm, 74.6 1.5 kg) participated in two separate studies where they alternated running and resting for 10 min each with temperature probes attached at two sites on the lateral dorsal aspect of the right foot. Subjects reported perceptions of foot comfort and temperature after each run using 10 cm visual analogue scales. In the first experiment, different sock models were tested with the same shoe model; in the second experiment, different shoe models were tested with the same sock model. Foot temperature did not differ statistically as a function of shoe or sock model in either experiment. Subjects did not perceive any difference in foot temperature in the shoe experiment, but perceived their foot as being cooler when wearing either a polyester sock or a calf compression sleeve and more comfortable when wearing shoes with less mass. Taken together, the results suggest that subjects’ perceptions of foot temperature may not coincide with physiological foot temperature and are more strongly influenced by sock characteristics than shoe characteristics. Further, shoe mass (but not sock fiber weave or composition) may impact comfort perception by subjects.
This work has undergone a double-blind review by a minimum of two faculty members from institutions of higher learning from around the world. The faculty reviewers have expertise in disciplines closely related to those represented by this work. If possible, the work was also reviewed by undergraduates in collaboration with the faculty reviewers. AbstractVideo gaming systems market themselves as tools for promoting physical activity or physical therapy. In this investigation, we wanted to compare the Wii console system game EA Sports Active to traditional gym exercises using five activities: basketball passing, basketball shooting, biceps curls, body squats, and jogging. Our hypotheses were that: (1) physiological demand would be greater in the gym than on the Wii, (2) psychological measures of exertion would be greater in the gym than on the Wii, and (3) performance would be poorer in the gym than on the Wii. Ten young adults participated in the study, completing all five exercises in both settings. Heart rate recordings were higher for four of the five exercises when performed in the gym versus on the Wii, though estimations of caloric expenditure in the jogging exercise did not differ between the two settings. Ratings of perceived exertion and difficulty were higher in the gym versus on the Wii for half of the exercises but not different for the remaining ones. For the basketball exercises, accuracy was consistently lower in the gym versus on the Wii. These results support use of active video gaming to ameliorate inactivity or to help in physical therapy and rehabilitation, but point out important differences between the gym versus Wii exercise that are important in determining which may be better for general exercise, skill-building, promoting recovery.
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