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1.
Appl Ergon ; 83: 102679, 2020 Feb.
Article in English | MEDLINE | ID: mdl-29735161

ABSTRACT

Neck and shoulder disorders are a considerable health problem amongst frequent microscope users. We aimed to investigate the neck and shoulder discomfort experienced during prolonged microscopic activity and to assess the benefits of minibreaks. A prospective crossover study was performed on 17 healthy volunteers sitting still while looking down a bench with and without the Ipswich Microbreak Technique (IMT). We used a subjective measure of time to fatigue and pain in the neck and shoulder regions as well as objective readings from a surface electromyogram (sEMG). The IMT delayed the sensation of pain in the neck and shoulder region while reducing the overall sEMG muscle activation. In conclusion, IMT is a useful strategy in reducing and delaying the pain in neck and shoulder from prolonged working under the microscope. This technique can be incorporated in other activities that involve a sustained stationary position.


Subject(s)
Musculoskeletal Pain/prevention & control , Neck Pain/prevention & control , Occupational Diseases/prevention & control , Posture/physiology , Shoulder Pain/prevention & control , Adult , Cross-Over Studies , Electromyography/methods , Female , Humans , Interior Design and Furnishings/standards , Male , Prospective Studies
2.
J Strength Cond Res ; 33(7): 1978-1986, 2019 Jul.
Article in English | MEDLINE | ID: mdl-29189579

ABSTRACT

Tietjen, AMJ and Devereux, GR. Physical demands of exergaming in healthy young adults. J Strength Cond Res 33(7): 1978-1986, 2019-The efficacy of whole-body exergaming (WBE) in healthy young adults remains largely unknown. This study aimed to: (a) compare the physical demands of WBE in healthy adults with traditional exercise; (b) determine whether the physical demands of WBE were reproducible. Twenty-five healthy adults (age: 22.9 ± 6.4 years; height: 1.7 ± 0.1 m; mass: 69.1 ± 12.2 kg) completed two 10-minute experimental conditions (WBE on the Xbox Kinect and treadmill walking) in a randomized cross-over design study. Whole-body exergaming produced a significant increase in the peak heart rate (138 ± 23 b·min), oxygen consumption (40 ± 13 ml·kg·min), metabolic equivalents (METs) (11 ± 4) compared with treadmill walking (115 ± 18 b·min, 25 ± 5 ml·kg·min, 7 ± 2 MET) and a modest increase in the mean heart rate (111 ± 19 b·min vs. 104 ± 15 b·min). Whole-body exergaming produced significantly greater vertical (381 ± 118 vs. 127 ± 14 % body mass [%BM]), anterior (70 ± 22 vs. 27 ± 4 %BW), and medial (56 ± 21 vs. 7 ± 2 %BW) ground reaction forces. No difference was present in mean oxygen consumption and MET. The reproducibility of WBE was assessed in a subgroup of 11 participants (age: 24.2 ± 6.7 years; height: 1.8 ± 0.1 m; mass: 75.3 ± 10.0 kg), who completed 2 additional 10-minute WBE sessions. No difference was observed between all outcome measures. These findings indicate that WBE can reliably replicate, or surpass, the physical demands of treadmill walking and may serve as an effective addition to a health-focused exercise program.


Subject(s)
Exercise/physiology , Physical Exertion/physiology , Video Games , Adolescent , Adult , Cross-Over Studies , Exercise Test , Female , Heart Rate , Humans , Male , Metabolic Equivalent , Oxygen Consumption , Random Allocation , Reproducibility of Results , Walking/physiology , Young Adult
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