scholarly journals Development of a virtual reality-based training for the elderly with increased fracture risk to prevent falls and improve their balance

Bone Reports ◽  
2021 ◽  
Vol 14 ◽  
pp. 100950
Author(s):  
Felix Nikolai Schmidt ◽  
Stefan Gerlach ◽  
Malte Issleib ◽  
Alexander Schlaefer ◽  
Björn Busse
Geriatrics ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Kyeongjin Lee

Falls are the leading cause of injury and injury-related death in the elderly. This study evaluated the effect of virtual reality gait training (VRGT) with non-motorized treadmill on balance and gait ability of elderly individuals who had experienced a fall. Fifty-six elderly individuals living in local communities participated in this study. Subjects who met the selection criteria were randomly divided into a VRGT group (n = 28) and a control group (n = 28). The VRGT group received VRGT with non-motorized treadmill for 50 min a day for 4 weeks and 5 days a week. The control group received non-motorized treadmill gait training without virtual reality for the same amount of time as the VRGT group. Before and after the training, the one-leg-standing test, Berg Balance Scale, Functional Reach test, and Timed Up and Go test were used to assess balance ability, and the gait analyzer system was used to evaluate the improvement in gait spatiotemporal parameters. In the VRGT group, the balance ability variable showed a significant decrease in the one-leg-standing test and a significant improvement in the Timed Up and Go test. With respect to spatiotemporal gait parameters, velocity and step width decreased significantly in the VRGT group (p < 0.05), and stride length and step length were significantly improved in the VRGT group (p < 0.05). VRGT with non-motorized treadmill has been shown to improve balance and gait ability in the elderly. This study is expected to provide basic data on exercise programs for the elderly to prevent falls.


Author(s):  
Fernando A. Chicaiza ◽  
Luis Lema-Cerda ◽  
V. Marcelo Álvarez ◽  
Víctor H. Andaluz ◽  
José Varela-Aldás ◽  
...  
Keyword(s):  

Engineering ◽  
2013 ◽  
Vol 05 (10) ◽  
pp. 171-175 ◽  
Author(s):  
Wei-Min Hsieh ◽  
Chih-Chen Chen ◽  
Shih-Chuan Wang ◽  
Yu-Luen Chen ◽  
Yuh-Shyan Hwang ◽  
...  

Gerontology ◽  
2021 ◽  
pp. 1-9
Author(s):  
Frédéric Muhla ◽  
Karine Duclos ◽  
Fabien Clanché ◽  
Philippe Meyer ◽  
Séverine Maïaux ◽  
...  

<b><i>Background/Aims:</i></b> Falling among the elderly is a major public health issue, especially with the advancing age of the baby boomers. The fall risk assessment tests for many lack a context that would bring them closer to everyday life. Thus, immersive virtual reality, which makes it possible to simulate everyday situations, could make it possible to strengthen the quality of the assessment of the risk of falls. However, it is necessary to understand how the use of a virtual reality device influences the motor control of elderly participants. If vestibular physiotherapists use VR to virtualize their tools, what impact would a visual simulation of movement have on motor control in a locomotor task, if this simulation were plausible? <b><i>Methods:</i></b> Sixty-two elders (70.8 ± 6.7 years old) completed a Timed Up and Go task under 3 conditions: real, virtual reality, and virtual reality with visual and sound movement information. The virtual reality task takes place in a train either stationary at a station or in uniform linear motion. The time and number of steps were recorded using video, and comparisons between conditions were made using Friedman’s test. <b><i>Results:</i></b> The results show a significant increase in the time and number of steps in “virtual reality” condition compared to the “real” condition. They do not show significant differences between the 2 virtual conditions. <b><i>Conclusion:</i></b> The use of a running virtual train to provide plausible movement is particularly distinguished from vestibular physiotherapy applications with first a fixed visual support partially obscuring the optical flow. This visual aid coupled with the attention dedicated to the task inhibits the effect of the moving environment on locomotion. However, the visual optical flow will potentially have an effect in people with fear of falling. Virtual reality shows great potential for the simulation of realistic environments for the assessment of the risk of falls and opens up avenues for the development of tests.


2019 ◽  
Vol 11 (17) ◽  
pp. 4792 ◽  
Author(s):  
Tsao ◽  
Shu ◽  
Lan

Through virtual interaction and multivariate communication, the social interaction and life satisfaction of elderly people can be improved. This study integrated virtual reality (VR) and augmented reality (AR) to construct a visualized reminiscence therapy system, which provides not only reminiscence entertainment but may also aid in dementia prevention for healthy and sub-healthy (a therapeutic working concept which defines an intermediate stage between health and disease) elderly people. Images taken by an LG 360 CAM are primarily introduced into Power Director 360 as the guide interface. The special effects are joined using After Effects. With the model constructed under 3ds Max, the reminiscence therapy system integrated by virtual reality and augmented reality is then established by the Unity engine. It is shown that the developed 3D ancient building model can be used by Samsung Note 5 smartphones as well as VR CASE glasses to increase the immersive experience for the elderly. Through nostalgic elements triggered by the AR/VR three-dimensional model and video/audio interaction, the feasibility of our integrated system for reminiscence therapy is thus verified. Through reminiscence therapy, memories and thoughts can fully be activated as a therapy for elderly people. The visualized reality system developed in this study can further promote the social interactional satisfaction of elderly people.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Shabbir Syed-Abdul ◽  
Shwetambara Malwade ◽  
Aldilas Achmad Nursetyo ◽  
Mishika Sood ◽  
Madhu Bhatia ◽  
...  
Keyword(s):  

2020 ◽  
Vol 12 (22) ◽  
pp. 9345 ◽  
Author(s):  
Dan Shao ◽  
I-Jui Lee

In the stage of aging society and population aging, the social needs of the elderly are widely discussed by researchers. Especially driven by the demand of tele-medical treatment and tele-rehabilitation therapy, it is vital for the elderly to integrate into virtual communities by combining social virtual reality (VR) with different medical services and entertainment needs. In addition, affected by the COVID-19 epidemic, it is more difficult for people to have face-to-face contacts. With more remote consultation, entertainment and virtual social connectivity, the application of social VR is more urgent and valuable. However, there is little discussion on the acceptability and influencing factors of social VR among the elderly at present. Therefore, in order to get further data, we used (1) early stage semi-structured interviews and then (2) Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaires for investigation. One hundred fourteen elderly people aged 60–89 living in the metropolitan area of Taipei were taken as the subjects. To help them understand the situation and state of using social VR, these elderly people were asked to use a head-mounted display (HMD) to experience social VR games. The preliminary results showed that the elderly had obvious preference for entertainment (32.4%) and medical treatment (31.3%). The interview showed that this was related to the physiological condition or medical needs of the age range. In order to further understand how social VR would affect the social life of the elderly, we proposed the further demand structure of UTAUT Model based on the interview of both experts and the elderly. The model structures include (1) Performance Expectancy, (2) Perceived Enjoyment, (3) Social Influence, (4) User Attitude, (5) Behavioral Intention, and so on. These structures were applied to conduct interviews and questionnaires to find out the influence extent and relevance of the elderly on different structural needs, and suggestions were given accordingly. The results of the above interviews showed that (1) the elderly thought that the functions of entertaining and interacting of social VR could increase their social opportunities, and also meet medical needs (teleconference, cognitive decline, etc.), (2) the closeness of social relations (between family members, friends, doctors, and places), and also affect the relevance of Perceived Enjoyment (β = 0.77, p = 0.000 < 0.05). The results of these phenomena and interviews showed the interplay between the demand structures and their special relevance. They also indicated that as to social VR technologies, various demands and functional issues of the elderly need to be considered, and these demands would appear in the subtle usage, and different social VR interfaces and functions would emerge based on their special living ways and physical and psychological demands.


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