| Literature DB >> 27842603 |
Deborah L Feltz1, Lori Ploutz-Snyder2, Brian Winn3, Norbert L Kerr4, James M Pivarnik5, Alison Ede6, Christopher Hill5, Stephen Samendinger5, William Jeffery3.
Abstract
BACKGROUND: Astronauts may have difficulty adhering to exercise regimens at vigorous intensity levels during long space missions. Vigorous exercise is important for aerobic and musculoskeletal health during space missions and afterwards. A key impediment to maintaining vigorous exercise is motivation. Finding ways to motivate astronauts to exercise at levels necessary to mitigate reductions in musculoskeletal health and aerobic capacity have not been explored. The focus of Simulated Partners and Collaborative Exercise (SPACE) is to use recently documented motivation gains in task groups to heighten the exercise experience for participants, similar in age and fitness to astronauts, for vigorous exercise over a 6-month exercise regimen. A secondary focus is to determine the most effective features in simulated exercise partners for enhancing enjoyment, self-efficacy, and social connectedness. The aims of the project are to (1) Create software-generated (SG) exercise partners and interface software with a cycle ergometer; (2) Pilot test design features of SG partners within a video exercise game (exergame), and (3) Test whether exercising with an SG partner over 24-week time period, compared to exercising alone, leads to greater work effort, aerobic capacity, muscle strength, exercise adherence, and enhanced psychological parameters. METHODS/Entities:
Keywords: Behavioral health; Exercise; Exergames; Fitness; Köhler effect; Motivation; Relational agent; Software-generated partner; Virtual reality
Mesh:
Year: 2016 PMID: 27842603 PMCID: PMC5109642 DOI: 10.1186/s40359-016-0165-9
Source DB: PubMed Journal: BMC Psychol ISSN: 2050-7283
Fig. 1Overview of the aims and flowchart through phases of SPACE study
Weekly exercise regimen for 24-week study
| Day | Workout | Description |
|---|---|---|
| 1 | Continuous | 5 min. warm-up starting at 50% of HRmax and progressing in intensity until Ss reach an effort that will elicit 75% max HR, followed by 30 min. of continuous cycling at or above 75% max HR. Ss are allowed to increase or decrease their work intensity. |
| 2 | Long intervals | 5 min. warm-up starting at 50% of HR max. and progressing in intensity until Ss reach an effort that will elicit 90% max HR, followed by 4 × 4 min intervals at or above 90% max HR with 3 min. active rest (at 50% HR max). Ss are allowed to increase or decrease their work intensity. |
| 3 | Continuous | |
| 4 | Medium intervals | 5 min. warm-upstarting at 50% of HR max. and progressing in intensity until Ss reach an effort that will elicit 70% max HR, followed by 6 × 2 min intervals at 70, 80, 90, 100, 90, 80% max HR with 2 min. active rest (at 50% HR max). Ss are not allowed to increase or decrease their work intensity. |
| 5 | Continuous | |
| 6 | Short, sprint intervals | After 10 min. warm-up, progressing in intensity until Ss reach an effort that will elicit max HR (100%), Ss pedal at that same workload for 8 × 30 s sprint intervals with 20 s active rest. Ss are not allowed to increase or decrease their work intensity. |
Frequency of measures
| Measure | Applicable workouts | Frequency |
|---|---|---|
| Fitness variables: | Not specific to a workout | Weeks 1, 12, and 24 |
| Free-living physical activity | Not specific to a workout | Weekly |
| Rating of perceived exertion | Continuous | Daily during sessions |
| Heart rate | Continuous | Daily during sessions |
| Blood pressure | Not specific to a workout | Before and after each session |
| Self-efficacy | Continuous | Weeks 2, 4, 8, 12, 17, 20, 24 |
| Enjoyment | Continuous | Weeks 1, 2, 3, 9, 24 |
| Social connectedness | Not specific to a workout | Weeks 12, 24 |
| Team perceptions | Not specific to a workout | Weeks 3, 12, 24 |
| Alternative Godspeed Indices | Not specific to a workout | Weeks 3, 12, 24 |
| Game interest | Not specific to a workout | Week 24 |