scholarly journals The effect of virtual reality-based balance training on motor learning and postural control in healthy adults: a randomized preliminary study

2018 ◽  
Vol 17 (1) ◽  
Author(s):  
Thunyanoot Prasertsakul ◽  
Panya Kaimuk ◽  
Wipawee Chinjenpradit ◽  
Weerawat Limroongreungrat ◽  
Warakorn Charoensuk
2019 ◽  
Vol 8 (4) ◽  
pp. 294-300
Author(s):  
Camila Souza Miranda ◽  
Tatiana de Paula Oliveira ◽  
Joyce Xavier Muzzi Gouvêa ◽  
Danielle Borrego Perez ◽  
Amélia Pasqual Marques ◽  
...  

2021 ◽  
Vol 23 (3) ◽  
pp. 11-19
Author(s):  
Kyung Ji Moon ◽  
Myung Chul Lee ◽  
Upyong Hong ◽  
Soo Rim Noh ◽  
Chang Hoon Park ◽  
...  

OBJECTIVES The present study is aimed at observing the physiological response imagery running with an avatar in 3D virtual reality (VR) and to explore the differences in physiological responses between imagery running with and without an avatar in 3D VR.METHODS We randomly assigned 32 healthy adults to either a group with Avatar (n = 19) or a group without (n = 13). The group with avatar performed imagery exercise with an avatar in 3D VR and the group without Avatar performed it without an avatar in 3D VR. Both groups were instructed to mentally imagine performing running in VR without executing actual physical movements. We recorded electro-physiological data before, during, and after the 20-min intervention. We also measured the participants’ level of presence and intensity of experienced cybersickness.RESULTS In the group with Avatar, all physiological responses increased from the resting to the intervention period. The group with Avatar also showed a higher level of presence and fewer cybersickness symptoms than the group without Avatar.CONCLUSIONS The results suggest imagery running with an avatar in 3D VR might be effective as an alternative exercise.


2020 ◽  
pp. 105971232097137
Author(s):  
Harish Chander ◽  
Sachini NK Kodithuwakku Arachchige ◽  
Alana J Turner ◽  
Adam C Knight

Postural control is a complex process requiring both sensory and motor responses. Perturbation-based balance training has emerged as an effective fall prevention intervention, which provides physical postural perturbations for postural control training and adaptation. With the advent of technology, virtual reality (VR) has also been used for fall prevention training by providing visual postural perturbations. This article addresses such VR studies, including a recent experiment which involved recreating the classical “moving room” paradigm into a “virtual moving room-wall paradigm” to assess the impact of VR-induced visual postural perturbations on postural stability and control. Evidence of both compensatory and anticipatory postural responses during unexpected and expected visual postural perturbations is presented. The future scope, required virtual environment set-up variations, limitations, and significance of a “virtual moving wall” paradigm in the learning and adaptation of postural control behavior are also discussed.


Author(s):  
Nuri Kim ◽  
Kangmi Kim ◽  
Jeongeun Lee ◽  
Hakyeong Lee ◽  
Yuri Cha

2021 ◽  
Vol 11 (3) ◽  
pp. 402
Author(s):  
Sara A. Harper ◽  
Anne Z. Beethe ◽  
Christopher J. Dakin ◽  
David A. E. Bolton

Recent studies have shown balance recovery can be enhanced via task-specific training, referred to as perturbation-based balance training (PBT). These interventions rely on principles of motor learning where repeated exposure to task-relevant postural perturbations results in more effective compensatory balance responses. Evidence indicates that compensatory responses trained using PBT can be retained for many months and can lead to a reduction in falls in community-dwelling older adults. A notable shortcoming with PBT is that it does not transfer well to similar but contextually different scenarios (e.g., falling sideways versus a forward trip). Given that it is not feasible to train all conditions in which someone could fall, this limited transfer presents a conundrum; namely, how do we best use PBT to appropriately equip people to deal with the enormous variety of fall-inducing scenarios encountered in daily life? In this perspective article, we draw from fields of research that explore how general learning can be promoted. From this, we propose a series of methods, gleaned from parallel streams of research, to inform and hopefully optimize this emerging field where people receive training to specifically improve their balance reactions.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


Sign in / Sign up

Export Citation Format

Share Document