The purpose of the study was to determine the effectiveness of exergaming with the use of gamecrize tools using the example of Ring Fit Adventure for weight loss in female vitubers aged 18-25 years in conditions of self-isolation. Materials and methods. A statistical analysis of the tables of the results of the first streams of vitubers by Ring Fit Adventure for 25 vloggers with a total gameplay time of 1 hour, 12 minutes, 38 seconds was carried out. Statistics were created on the number of repetitions and holding time for 7 exercises performed by streamers during the game. The overall effectiveness of using Ring Fit Adventure for weight loss was calculated based on calories burned per hour of exercise. A comparison was made with the results of a previous study on exterior mobile exergames and the results of similar studies by other scientists. Results and discussion. The average rate of burning calories per minute of training for streamers was determined at the level of 4.5 kcal, or 269.87 kcal/h. Considering the calorie content of subcutaneous fat, which is 7,716 kcal/kg, it takes 28 hours 35 minutes and 4 seconds to lose 1 kg of weight. Given that Ring Fit Adventure exercises are the equivalent of moderate-intensity exercise, no more than 250 minutes of exercise per week is recommended, which means the possibility of losing a kilogram of subcutaneous fat in 7 weeks. Of course, at the same time, the real mass loss in the intermediate stages, due to water loss, will be higher, but we are talking about the burning of adipose tissue. At the same time, a one-hour training session provides only slightly more than half of the maximum calorie deficit recommended by the World Health Organization (500 kcal/day), and it is better to train no more than 4 times a week for 1 hour 32 minutes, so that the muscles have time to rest. A study of the effectiveness of burning calories with the use of gamecrize tools was conducted using the example of Ring Fit Adventure and the result was 269.87 kcal/h, or 4.5 kcal/h per 1 kg of body weight for an average woman according to the World Health Organization standards (65 kg). Conclusion. The average rate of energy loss from outdoor mobile games, determined by a previous study, is 5.65 kcal per 1 kg of body weight, or 367.25 kcal/day (5 km). This means that walking 5 km per day using outdoor mobile games like PokemonGo is more effective than an hour's training in Ring Fit Adventure. At the same time, repetition of training with the gamecrize ring should take into account the need for breaks, because daily training of this nature will not allow the muscles to recover. However, the positive effect on joints and ligaments, as well as the burning of calories by muscles in a passive mode, make such training a fairly effective substitute for walking in conditions of self-isolation
This article examines the peculiarities of the formation of interparticle connections in porous products based on titanium powders using sponge titanium as an example, which are used in the aviation industry and airfield management. The developed model is based on the results of a previous study, where the structure of cuboctahedral and inverse cuboctahedral clusters of packing spherical powder particles was determined at the most dense packing. During the study, a model of the fusion of particles at the points of pressing deformation due to recrystallization under the influence of high temperatures in a vacuum was developed. 4 main stages of powder briquette sintering were considered, and a mathematical model was developed for each of them. Thus, the stage of liquid evaporation is considered from the viewpoint of the cavitation effect of boiling on the surface of particles and boiling of plasticizers. Euler's film boiling formula was used to describe the forces acting on the particle surface; Tolubinsky's formula was used for bubble boiling; convective heat exchange was considered part of the final stage of sintering. The stage of the formation of metallic bonds is modeled on the basis of the results of practical studies in the REV 5.5 furnace, recrystallization based on differential scanning colorimetry on the NETZSCH STA 449F1 Proteus device, and determining the change in grain size according to the E19 ASTM scales using the Jeffers method. The diffusion stage is modeled on the basis of the approximation of the particle deformation model in the contact zones at the pressing stage using the Frenkel formula. Linear shrinkage is modeled based on direct measurement of sample sizes before and after sintering. The developed model has a certain versatility when applied to simulate the interaction of particles of metal powders under the conditions of the formation of porous briquettes, especially if the shape of the particles is close to round or spongy. The obtained result will make it possible to more accurately evaluate such a factor as the adhesion between the particles of the pressing and predict the tensile strength of the material. Additionally, due to the mathematical characterization of the peculiarities of the formation of corpuscular porosity under the conditions of sintering in a vacuum, we can design materials with differentiated porosity, as well as lay the foundations for powder 3D printing of such materials, by assembling grain by grain, or layer by layer with the adjustment of the force of particle compression one into the other.
The research focuses on exergaming as an instrument of physical traning for stress tolerance. The purpose of the study is to determine the positive effect of exergaming on two criteria: 1) on stress resistance based on root mean square of successive differences (speed of recovery after physical stress); 2) to combat obesity on the basis of metabolic equivalent of task. The main difference between simple gamer and professional sportsman reaction to the exergaming was developed. For example, exergaming is one of the best types of unloading workout for sportsman and one of the best motivator for more intence workout for simple exergamer. The main categories of exergames classification were reviewed in economic and scientific context of the exergame industry. Main exergaming types include: home, medical, dance and bike exergaming, connect emulation of the sport, role-playing game with gamercize-control and outdoor mobile games. Materials and methods. Nineteen competitions of dance exergaming (World Pump Festival and Just Dance) and eSports League discipline of bike exergaming (Zwift) have been identified in aspects of cybersports. This article is confirmed in 2 experimental researches about: 1) metabolic equivalent of task in main exergaming types and outdoor mobile games in particular; 2) speed of recovery after physical stress. Study of metabolic equivalent of task for the exterior mobile games is based on Ukraine Niantic games community survey (190 members). Results and discussion. Average playing experience for the Niantic games (Ingress, Pokémon Go and Harry Potter: Wizards Unite) community was 4 years (59% ≤5 years and 41% >5 years). The distance travelled during this time was about 7429 kilometers (32% passed more than 10,000 km). Metabolic equivalent of task and body heat balance was modelled on the basis of the survey data and metabolic WHO constants and body heat constants of ANSI standart. Exterior games take 5.65 kkal to 1 kg per 1 day, home fitness exergaming (Power Pad, Let's Yoga, Personal Trainer: Walking) takes 7.14 kkal to 1 kg per 1 day, dance exergames take 7.14-10 kkal to 1 kg per 1 day. In the body heat equivalent, this is 4.1 times more than at rest for home-fitness videogames, 5.75 times more than at rest for dance exergaming and 1.84-2.59 times more than at rest for exterior mobile exergames. Conclusion. Based on the indicators of root mean square of successive differences with the help of Energy Health free platform, the first stage of the research on the influence of outdoor exergames on the formation of stress tolerance was held. Root mean square of successive differences monitoring was carried out for 20 participants (10 Black Sea State University volleyball team members and 10 Niantic game community members). An increase in root mean square of successive differences was recorded for 80% of gamers and 60% of athletes. Moreover, the novelty factor acted precisely in athletes, which indicates long-term effectiveness of outdoor mobile games as an instrument of physical traning for stress tolerance
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