Yuliang Sun

Dr. Yuliang Sun

Shaanxi Normal University, Xi'an, China
orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

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

Representative Publications

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Xinxin ZhangXinxin Zhang
Xinxin Zhang
Wenfei ZhuWenfei Zhu
Wenfei Zhu
SKSifan Kang
Sifan Kang
LQlong kun Qiu
long kun Qiu
ZLZijun Lu
Zijun Lu
Yuliang SunYuliang Sun
Yuliang Sun
The COVID-19 epidemic adversely affects the lifestyle of people. This study aimed to examine the impacts of social isolation on physical activity (PA) levels and mood states of children and adolescents and to explore the correlation between them during the COVID-19 epidemic. A total of 9979 children and adolescents (11.63 ± 1.23 years old) from Yan’an, China volunteered to participate in this study and completed online questionnaires. PA and mood states were measured by International Physical Activity Questionnaire Short Form (IPAQ-SF) and Profile of Mood States (POMS), respectively. The results showed that the mean of students’ moderate-to-vigorous PA (MVPA) was 23.19 min per day. The total mood disturbance in the moderate and high-level PA groups were significantly lower than those in the low-level PA group (p < 0.05). Additionally, boys and girls had significant differences in PA levels (p < 0.01), and the PA levels of students in different grades were also significantly different (p < 0.01). Meanwhile, boys’ mood states were worse than girls’. The Grade 4 in primary schools had the worst mood states while Grade 5 had the best mood states. The results suggested that the MVPA of students has dropped badly, compared with the results of previous studies investigated in normal times. In addition, the PA level had a significantly positive impact on the mood states of children and adolescents during the COVID-19 epidemic. Sex and grades were factors which affected the PA levels and mood states. This study can help policymakers and healthcare professionals understand PA and mood states of Chinese children and adolescents during the epidemic. We should pay attention to the changes in PA levels and mood states of children and adolescents.

1 September 2016 in Journal of Sport and Health Science
Verified
Journal Article
Open access
Wenfei ZhuWenfei Zhu
Wenfei Zhu
ACAiping Chi
Aiping Chi
Yuliang SunYuliang Sun
Yuliang Sun
With an increase in rural-to-urban migration, a rapidly aging population, and the rising risk of developing noncommunicable diseases in China, it is important to understand the epidemiology of physical activity (PA) and health in the context of disease prevention and population health. Despite its public health importance, there is a significant lack of knowledge about PA in older Chinese adults that may hamper primary prevention efforts of health promotion in an increasingly aging population. To fill this gap, this article presents a narrative review of PA in the older Chinese adult population with a special focus on residential settings (i.e., urban and rural). Using existing studies, the review examines overall PA patterns and their correlates and discusses public health implications and future research. Although there are some preliminary indications of urban and rural differences in PA in the aging population in China, continued research efforts are needed to facilitate primary prevention efforts aimed at reducing noncommunicable diseases and promoting an active lifestyle among the largest population of older people in the world.

Verified
Journal Article
Open access
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Chenglei ZhaoChenglei Zhao
Chenglei Zhao
CZChenxi Zhao
Chenxi Zhao
YLYunfeng Li
Yunfeng Li
MZMinmin Zhao
Minmin Zhao
LWLin Wang
Lin Wang
Wenfei ZhuWenfei Zhu
Wenfei Zhu
Background: Aging and physical inactivity are associated with declines in physical fitness and cognitive function. Active video games have proven to be beneficial for the physical health of older adults, but the exact effect of active video games on physical fitness and cognitive function was still unclear. Based on self-determination theory (SDT), which is a widely used theory of healthy behavior change, this study aimed to explore the effects of an active video game intervention on fitness and cognitive function in older adults. Methods: A total of 38 participants (mean age = 65.68 ± 3.78 years, 24 female) were randomly assigned to either an intervention group (active video game training) or a control group (no additional intervention). The participants in the intervention group trained for a total of 36 sessions (3 times per week for 50–55 min each) for 12 weeks. The control group continued with their normal daily living. The pre- and posttest measurements included: IPAQ-C score and physical fitness (BMI, body fat percent, blood pressure, reaction time, sit and reach, vital capacity, grip strength, static balance, blood biochemical tests for liver function, kidney function, blood lipids, glucose and insulin levels) and cognitive functions (processing speed, spatial ability, working memory, language ability, associative memory). Result: The intervention group showed a significantly smaller decrease in total average physical activity relative to the control group. BMI, vital capacity, systolic blood pressure, diastolic blood pressure, and spatial cognition significantly improved after training in the intervention group (BMI: F = 9.814, p = 0.004, d = −0.93, vital capacity: F = 4.708, p = 0.038, d = 0.67, systolic blood pressure: F = 5.28, p = 0.028, d = −0.68, diastolic blood pressure: F = 6.418, p = 0.016, d = −0.86, spatial cognition: F = 8.261, p = 0.007, d = 0.72). Three measures of static balance (closed eyes) also showed improvements after training (total length of swing: F = 3.728, d = −0.62, total velocity of swing: F = 3.740, d = −0.62, total area of swing: F = 2.920, d = −0.70). No significant training effects were evident in the results from the blood biochemical tests. Conclusion: This study indicates a positive influence of active video game training on physical fitness and cognitive function. The use of SDT-based active video game exercise as a feasible, safe, and effective training method for improving community older adults’ healthy, promoting group cohesion, and increasing motivation to exercise.

26 August 2022 in Sustainability
Verified
Journal Article
Open access
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CZChenxi Zhao
Chenxi Zhao
Chenglei ZhaoChenglei Zhao
Chenglei Zhao
MZMinmin Zhao
Minmin Zhao
LWLin Wang
Lin Wang
JGJiawei Guo
Jiawei Guo
Wenfei ZhuWenfei Zhu
Wenfei Zhu
Background: As the population ages, cognitive impairment and dementia have become one of the greatest health threats in older adults. Prior studies suggest that exergaming could improve cognitive function in older adults. To date, few long-term exergames intervention studies on older adults during the COVID-19 epidemic exist. This study aimed to investigate the effects of exergame on cognitive function in Chinese older adults, and to examine whether exergame was more effective than aerobic dancing for executive function and working memory. Methods: 55 participants (mean age = 65.4 ± 3.7 years) were randomly assigned to an exergame training (ET) group, an aerobic dancing training (ADT) group, or a control (CON) group. The ET and ADT groups received 36 sessions (three 75-min training sessions per week, exercise intensity = 65 to 75% HRmax) during a 12-week period. The outcome measures for cognitive function included working memory measured by the N-back test, and executive function measured by the Stroop test. Results: The ET group showed a significantly positive effect in working memory, relative to the ADT (accuracy in 1-back test: ES = 0.76, p < 0.01), and CON group (accuracy in 1-back test: ES = 0.87, p = 0.02). Moreover, the performance in the Stroop test showed some improvements in executive function after intervention in the ET and ADT groups (Stroop intervention effect: ES = 0.38; p = 0.25). Conclusions: Exergame had a positive benefit in improving cognitive functions in older adults without cognitive impairment. Long-term exergame training could improve working memory in older adults. Exergame and aerobic dancing can efficiently improve inhibitory control of executive function in older adults. Maintaining an active lifestyle is protective of cognitive health in older adults.

1 November 2017 in Landscape and Urban Planning
Verified
Journal Article
Closed access
Wenfei ZhuWenfei Zhu
Wenfei Zhu
Yuliang SunYuliang Sun
Yuliang Sun
JKJonathan Kurka
Jonathan Kurka
CGCarrie Geremia
Carrie Geremia
JEJessa K. Engelberg
Jessa K. Engelberg
Marc A AdamsMarc A Adams
Marc A Adams

Yuliang SunYuliang Sun
Yuliang Sun
CHChunzhen He
Chunzhen He
Xinxin ZhangXinxin Zhang
Xinxin Zhang
Wenfei ZhuWenfei Zhu
Wenfei Zhu
This study was to investigate the association of built environment (BE) with physical activity (PA) and physical fitness of residents inside the city wall of Xi’an, one of the most historic cities in China. The cross-sectional study was conducted among 728 adults in this area. BE and PA were measured by Neighborhood Environment Walkability Scale and International Physical Activity Questionnaire, respectively. Body mass index (BMI), body fat percentage, blood pressure (BP), lung capacity, curl up, sit and reach, reaction time, balance, and grip strength were also measured. The results showed, for men, aesthetics was positively associated with total and leisure-time PA, and curl-up tests, respectively. Walking/cycling facilities were positively associated with leisure-time PA. Street connectivity was negatively associated with leisure-time PA and BMI. Residential density was positively correlated with BMI. Access to service was positively associated with lung capacity. Crime safety was negatively correlated with reaction time. For women, residential density was negatively associated with transportation PA and BP. Street connectivity was positively associated with curl-up test. The results suggest some BE attributes are positively related to PA and physical fitness in this population. Creating more PA-supportive BEs is recommended in this historic area along with urban conservation.