To improve cognitive function, moving the body is strongly recommended; however, evidence regarding the proper training modality is still lacking. The purpose of this study was therefore to assess the effects of high intensity interval training (HIIT) compared to moderate intensity continuous exercise (MICE), representing the same total training load, on improving cognitive function in healthy adults. It was hypothesized that after 6 weeks (3 days/week) of stationary bike training, HIIT would improve executive functions more than MICE. Twenty-five participants exercised three times a week for 6 weeks after randomization to the HIIT or MICE training groups. Target intensity was 60% of peak power output (PPO) in the MICE group and 100% PPO in the HIIT group. After training, PPO significantly increased in both the HIIT and MICE groups (9% and 15%, p < 0.01). HIIT was mainly associated with a greater improvement in overall reaction time in the executive components of the computerized Stroop task (980.43 ± 135.27 ms vs. 860.04 ± 75.63 ms, p < 0.01) and the trail making test (42.35 ± 14.86 s vs. 30.35 ± 4.13 s, p < 0.01). T exercise protocol was clearly an important factor in improving executive functions in young adults.
Background: Pandemic-related public health restrictions limited older adults’ physical activity programs and opportunities. Supports for older adults' physical activity shifted to remote options, including virtual programming; however, information regarding the adoption and effectiveness of these supports is limited. Thus, the purpose of this study was to investigate i) changes in physical activity of older adults during the pandemic, and ii) the uptake, perceived effectiveness, facilitators of and barriers to remote supports for physical activity among older adults during the pandemic. Methods: Community-dwelling older adults (60+) were recruited to a cross-sectional online survey and an optional semi-structured follow-up interview. Survey questions addressed demographics, physical activity behaviors, and perceived effectiveness of, and facilitators and barriers for remote supports for physical activity. Interview questions were guided by the Behaviour Change Wheel and data was analyzed via inductive and deductive thematic analysis. Results: 57 older adults (68.3±7.1 years, 43 Female) completed the survey and 15 of these (67.4±5.8 years, 12 Female) completed interviews. Most participants were Caucasian, highly educated, and lived in Canada. There was no change in older adults' total physical activity from before to during the pandemic (p=0.74); however, at-home exercise participation increased as did technology usage and adoption of new technology. Participants perceived real-time virtual exercise, recorded exercise videos, and phone/webchat check-ins to be the most effective remote supports. The greatest barriers to physical activity were lack of contact with exercise professionals, limited access to exercise equipment or space, and decreased mental wellness. Thematic analysis identified four main themes: i) Knowledge, access to equipment, and space enhance or constrain physical activity opportunities, ii) Individual and environmental factors motivate physical activity uptake, iii) Social connection and real-time support encourage physical activity engagement, and iv) Current and future considerations to support technology usage for exercise. Conclusion: Use of remote supports for physical activity increased during the pandemic, with video-based programming being most favored. Live virtual programming may be best suited to encouraging physical activity among older adults as it may provide greater motivation for exercise, increase social and mental wellness, and alleviate safety concerns.
BACKGROUND Power wheelchairs can empower children with physical limitations to gain independence in their everyday lives; however, traditional methods of power wheelchair training are often limited by poor accessibility and safety concerns. Immersive virtual reality technology (IVRT) uses advanced display technology to place users in a fully immersive virtual environment that can support real-time skills training, often requiring less resources and fewer safety concerns than real-world methods. IVRT interventions have shown to be a feasible training option among adult power wheelchair users, but there is still a need to understand the technical and clinical feasibility of developing an IVRT power wheelchair training tool for the pediatric population. OBJECTIVE This proposed study aims to employ expert feedback and an iterative design process to develop an IVRT training intervention for pediatric power wheelchair skill development. METHODS This 3-phase feasibility study will be conducted within the assistive technology unit of a public pediatric hospital. Separate participant groups will be recruited for each phase, consisting of approximately 10-15 clinicians (phase 1), 10 pediatric power wheelchair users (phase 2) and 15-20 additional pediatric power wheelchair users (phase 3). Phase 1 will be conducted to gather feedback on the baseline IVRT training intervention. Clinicians will test the intervention and assess its usability and acceptability using qualitative and quantitative methods. Phase 1 participants will also be invited back for a subsequent session, to re-assess a revised version of the training intervention that has been updated based on their prior feedback. Phase 2 and phase 3 will also utilize mixed methods to gather feedback from current pediatric power wheelchair users on the usability, acceptability, and user experience of the IVRT training intervention. Additionally, phase 3 participants will perform a skills transfer assessment to compare power mobility skill performance between the virtual and real-life environment. Data gathered in phase 2 will be used to further refine the IVRT intervention, whereas phase 3 data will be used to statistically evaluate the final version. RESULTS This study was approved by the institutional review board in August 2021. Phase 1 testing began in February 2022. The entire study is expected to complete by early 2023. CONCLUSIONS The results of this study will be used to create an IVRT training intervention for pediatric power wheelchair skill development through an iterative and collaborative design process. Results may also assist in directing future research in this area.
Background Power wheelchairs can empower children with physical limitations to gain independence in their everyday lives; however, traditional methods of power wheelchair training are often limited by poor accessibility and safety concerns. Immersive virtual reality technology (IVRT) uses advanced display technology to place users in a fully immersive web-based environment that can support real-time skills training, often requiring less resources and fewer safety concerns than real-world methods. IVRT interventions have shown to be a feasible training option among adult power wheelchair users; however, there is still a need to understand the technical and clinical feasibility of developing an IVRT power wheelchair training tool for the pediatric population. Objective This proposed study aims to use expert feedback and an iterative design process to develop an IVRT training intervention for pediatric power wheelchair skill development. Methods This 3-phase feasibility study will be conducted within the assistive technology unit of a public pediatric hospital. Separate participant groups will be recruited for each phase, consisting of approximately 10 to 15 clinicians (phase 1), 10 pediatric power wheelchair users (phase 2), and 15 to 20 additional pediatric power wheelchair users (phase 3). Phase 1 will be conducted to gather feedback on the baseline IVRT training intervention. Clinicians will test the intervention and assess its usability and acceptability using qualitative and quantitative methods. Phase 1 participants will also be invited back for a subsequent session to reassess a revised version of the training intervention that has been updated based on their previous feedback. Phase 2 and phase 3 will also use mixed methods to gather feedback on the usability, acceptability, and user experience of the IVRT training intervention from current pediatric power wheelchair users. In addition, phase 3 participants will perform a skills transfer assessment to compare power mobility skill performance between the virtual reality and real-life environments. Data gathered in phase 2 will be used to further refine the IVRT intervention, whereas phase 3 data will be used to statistically evaluate the final version. Results This study was approved by the Izaak Walton Killam Health Centre research ethics board in August 2021. Phase 1 testing began in February 2022. The entire study is expected to be completed by 2023. Conclusions The results of this study will be used to create an IVRT training intervention for pediatric power wheelchair skill development through an iterative and collaborative design process. Results may also assist in directing future studies in this area. International Registered Report Identifier (IRRID) DERR1-10.2196/39140
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