![zumba dance steps diagram zumba dance steps diagram](https://www.rscdsparis.fr/wp-content/uploads/2016/11/banniere.jpg)
The purpose of this study was to compare the number of minutes and intensity of physical activity during a Zumba exercise class with a human instructor to a Zumba exercise session using the Kinect video game system. However, a more detailed evaluation of virtual Zumba using the Kinect system is warranted. ( 19) observed that heart rate increased 67% above resting due to participation in 22 minutes of virtual Zumba using the Kinect system. The participant receives feedback on how well they perform the desired dance moves in the form of audio cues such as “that’s the way to do it!”, “looking good”, “you got it”, and so forth ( 27). When participating in Zumba with the Kinect system, the Zumba dance routine is led by a virtual instructor with the participant trying to move their body in the same manner. There are also a number of Zumba exercise programs available for the Kinect system ( 27). Yáñez-Sepúlveda ( 30) observed that 53.8 ± 14.4% of the time in a Zumba class led by a human instructor could be classified as moderate to vigorous physical activity (MVPA). Frequently, Zumba is provided at a fitness center as a group exercise class led by a human instructor. Zumba is a fitness routine involving music and dance moves from the styles of soca, samba, salsa, merengue, and mambo ( 27). This feedback from the Kinect Zumba experience may more effectively emulate participation in a Zumba class than does a video ( 27). The use of a motion capturing camera with the Kinect system allows for the exercise participant to be monitored and receive positive feedback through on screen or audio cues when the movements are performed well ( 1). Delextrat and Neupert ( 7) observed that while using a Zumba DVD promotes increased energy expenditure, participating in a Zumba class with a human instructor produces a more vigorous exercise experience. However, a disadvantage of the exercise video is that there is no monitoring of the participants’ performance of the exercise ( 24). Exercise videos allow a person to perform a myriad of styles of exercise in the privacy of their own home ( 18).
ZUMBA DANCE STEPS DIAGRAM SERIES
Home exercise videos, in which an exercise instructor or personal trainer leads the viewer through a series of exercises, have been available to consumers for years as TV programs, on VHS tapes, DVDs, and the internet. In addition to baseball, boxing, track & field, and more conventional game scenarios, there are also a number of virtual personal trainer types of games available for the Kinect gaming system that are intended to be used in lieu of a home exercise video. Playing the Microsoft Kinect increases energy expenditure compared to traditional sedentary video gaming and rest in a manner similar to the Nintendo Wii ( 20, 23, 25). The Kinect system utilizes a motion capture camera system to record a player’s body movements and translate those to on screen movements with no handheld controllers required. In 2010, Microsoft introduced the Kinect system for the Xbox gaming system. The Nintendo Wii presented an intriguing opportunity to increase physical activity by converting a primarily sedentary pastime into an active behavior ( 5, 14, 15, 17). In 2006, Nintendo introduced a new generation of “physically active” home video game systems with the Nintendo Wii. The present data indicate that participating in Zumba led by a human or played as a video game can contribute to health promoting moderate intensity physical activity, but human led Zumba produces more vigorous intensity physical activity.
![zumba dance steps diagram zumba dance steps diagram](https://cf.ltkcdn.net/dance/images/std/187733-425x329-Samba.jpg)
125.0 ± 10.9 beats/minute) than did VZ (respectively). HZ resulted in less (P<0.05) sedentary time and more (P<0.05) vigorous intensity physical activity (22.0 ± 12.0 vs. 27.6 ± 8.1 minutes) physical activity, or number of steps taken (5337 ± 899 vs. There were no differences between HZ or VZ (respectively) in light intensity (11.0 ± 7.3 vs. Eight women (33.0 ± 3.0 y, 34.8 ± 8.1 % body fat) who regularly participated in a Zumba exercise class were measured for heart rate, number of steps taken, and minutes of sedentary, light, moderate, and vigorous physical activity while participating in a 60-minute human led Zumba exercise class (HZ) or while playing Zumba on the Xbox Kinect video game system (VZ). The purpose of this project was to compare the physical activity between participating in a Zumba exercise class led by a human and using a Zumba video game. Using a physically active video game presents an opportunity for a person to engage in exercise in the privacy of their own home, yet still receive some feedback on the quality of their exercise performance.