Jacek Polechoński

Dr. Jacek Polechoński

Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, 40-065 Katowice, Poland
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Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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MDMałgorzata Dębska-Janus
Małgorzata Dębska-Janus
Jacek PolechońskiJacek Polechoński
Jacek Polechoński
AMArkadiusz Mynarski
Arkadiusz Mynarski
PPPiotr Polechoński
Piotr Polechoński
The aim of the study is to assess the enjoyment and intensity of physical exercise while practicing physical activity (PA) in immersive virtual reality (IVR) using innovative training devices (omni-directional Omni treadmill and Icaros Pro flight simulator). The study also contains the results of subjective research on the usefulness of such a form of PA in the opinion of users. In total, 61 adults (10 women and 51 men) took part in the study. To assess the enjoyment level (EL) Interest/Enjoyment subscale of Intrinsic Motivation Inventory (IMI) was used. Exercise intensity was assessed during 10-min sessions of active video games (AVGs) in IVR based on heart rate (HR). The average enjoyment level during physical exercise in IVR on the tested training devices was high (Omni 5.74 points, Icaros 5.60 points on a 1–7 Likert scale) and differed significantly in favor of PA on Omni. In the opinion of the majority of participants, AVGs in IVR on the tested devices constitute a sufficiently useful form of PA to meet the needs of leisure time activities, and they can even replace some forms of physical effort performed in a classic way. The intensity of PA during games on training devices was at the level recommended for health benefits for 80.55% (Omni) and 50.77% (Icaros Pro) of its duration. Based on the conducted research, it can be assumed that AVGs in IVR using a multi-directional treadmill and a flight simulator can be an effective tool for increasing participation in health-oriented PA.

15 October 2019 in Journal of Human Kinetics
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Journal Article
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Anna AkbaşAnna Akbaş
Anna Akbaş
Wojciech MarszałekWojciech Marszałek
Wojciech Marszałek
AKAnna Kamieniarz
Anna Kamieniarz
Jacek PolechońskiJacek Polechoński
Jacek Polechoński
KSKajetan J. Słomka
Kajetan J. Słomka
GJGrzegorz Juras
Grzegorz Juras
The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi‐immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes’ training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well‐designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment.

24 June 2022 in Sensors
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Jacek PolechońskiJacek Polechoński
Jacek Polechoński
ALAlan Langer
Alan Langer
Immersive virtual reality (VR) is increasingly applied in various areas of life. The potential of this technology has also been noticed in recreational physical activity and sports. It appears that a virtual environment can also be used in diagnosing certain psychomotor abilities. The main aim of this study consisted of assessing the relevance and reliability of VR-implemented tests of simple and complex reaction time (RT) performed by mixed martial arts (MMA) fighters. Thirty-two professional MMA fighters were tested. The original test developed in the virtual environment was applied for RT assessment. The fighters’ task consisted of reacting to the lighting up of a virtual disc situated in front of them by pushing a controller button. The relevance of the test task was estimated by juxtaposing the obtained results with the classic computer test used for measuring simple and complex reactions, while its reliability was assessed with the intraclass correlation procedure. Significant relationships found between the results of VR-implemented tests and computer-based tests confirmed the relevance of the new tool for the assessment of simple and complex RT. In the context of their reliability, RT tests in VR do not differ from tests conducted with the use of standard computer-based tools. VR technology enables the creation of tools that are useful in diagnosing psychomotor abilities. Reaction time tests performed by MMA fighters with the use of VR can be considered relevant, and their reliability is similar to the reliability obtained in computer-based tests.

4 June 2019 in BioMed Research International
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Jacek PolechońskiJacek Polechoński
Jacek Polechoński
MDMałgorzata Dębska-Janus
Małgorzata Dębska-Janus
Paweł DębskiPaweł Dębski
Paweł Dębski
The purpose of the study was to assess the intensity of aerobic physical activity during exergame training sessions with a moderate (MLD) and high (HLD) level of difficulty of the interactive program “Your Shape Fitness Evolved 2012” for Xbox 360 Kinect in the context of health benefits. The study involved 30 healthy and physically fit students. During the game, the HR of the participants was monitored using the Polar M400 heart rate monitor. The average percentage of maximum heart rate (%HRmax) and heart rate reserve (%HRR) during the game was calculated and referred to the criterion of intensity of aerobic physical activity of American College of Sports Medicine and World Health Organization health recommendations. During the MLD training, the participants achieved on average 69.6 ± 8.7% HRmaxand 57.0 ± 11.9% HRR (moderate intensity), while performing HLD exercises, they achieved 78.9 ± 8.1% HRmaxand 70.2 ± 11.3% HRR (vigorous intensity). The time spent in recommended moderate-to-vigorous intensity during 15-min exergame session was 14.6 min (97,1%) for MLD and 14.8 min (99%) for HLD. The intensity of aerobic PA during exergame “Your Shape Fitness Evolved 2012” both medium and high level of difficulty almost all the training sessions was at the level recommended for health benefits. Active video games, especially exergames, containing an element of physical activity, can be used to increase the weekly dose of PA in the direction recommended for health benefits.

Jacek PolechońskiJacek Polechoński
Jacek Polechoński
KNKatarzyna Nierwińska
Katarzyna Nierwińska
BKBarbara Kalita
Barbara Kalita
Piotr WodarskiPiotr Wodarski
Piotr Wodarski
Immersive virtual reality (IVR) is a technology that blurs the line between the physical world and a digital environment. Using appropriate pointing devices, it is possible to engage in physical activity (PA). The main aim of the study was to assess the attractiveness and intensity of physical exercise while playing active video games (AVGs) in IVR on an omnidirectional treadmill by obese children and to present the results compared to health recommendations (PA). It was also assessed whether the AVGs storyline can effectively motivate the participants to undertake locomotor activity by increasing the intensity of their effort (moving in a limited space vs. having to follow a set route). Eleven children aged 8 to 12 years with diagnosed obesity participated in the experiment. The attractiveness of PA was assessed with a questionnaire, while the intensity of exercise was estimated on the basis of heart rate. The answers show that AVGs are attractive and more enjoyable for the respondents than conventional video games. All participants declared their willingness to practice this form of PA. The intensity of PA of obese children during two games was high but during the game where the player was supposed to follow a set route, it was significantly higher (83.3 ± 9.2% HRmax) than during the game whose storyline assumed moving in a limited space (77.4 ± 9.8% HRmax). Due to the high intensity of PA while playing the AVGs studied, it can be assumed that obese children can benefit for their health if the games are used on a regular basis. However, further research is needed to verify this thesis.

1 November 2019 in Clinical Interventions in Aging
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Agnieszka NawrockaAgnieszka Nawrocka
Agnieszka Nawrocka
MNMaria Niestrój-Jaworska
Maria Niestrój-Jaworska
AMArkadiusz Mynarski
Arkadiusz Mynarski
Jacek PolechońskiJacek Polechoński
Jacek Polechoński
Purpose: The purpose of this study was to assess the relationship between objectively measured physical activity and perceived work ability and musculoskeletal disorders among adult, middle-aged, and older women. Patients and methods: This study used a cross-sectional design with a convenience sample of 348 women divided into 3 age groups: 30–49 years (n=111), 50–65 years (n=120), 66–75 years (n=117). Weekly physical activity was monitored using tri-axial accelerometer ActiGraph Gt3X. Perceived work ability was assessed using the standardized Work Ability Index (WAI) questionnaire. Information about the occurrence and intensity of musculoskeletal disorders was collected using standardized Nordic Musculoskeletal Questionnaire (NMQ) expanded by visual analog pain intensity scale (VAS). Results: Regardless of age, women who met physical activity recommendations achieved higher scores in each part of the WAI, and also in the total WAI scores. However, the most significant differences were found in women aged 50–64 years, and included the following items: subjective work ability, work ability in relation to demands, work impairments, sick leave in the past year. Total WAI scores were also significantly higher in women aged 30–49 and 50–64 years who met PA recommendations in comparison to women who did not meet recommendations. Also, significant relations between the frequency of occurrence of musculoskeletal problems and meeting physical activity recommendations were found in women aged 50–64 years. Those who were more physically active reported less musculoskeletal problems in shoulders (p=0.006) and ankles/feet (p=0.018) regions. Conclusion: Adherence to Global Recommendations on Physical Activity for Health disseminated by WHO is related to better-perceived work ability among adult (30–49 years) and middle-aged (50–64 years) women. There is also a relationship between adherence to recommendations of physical activity and frequency and intensity of musculoskeletal pain among middle-aged women.