scholarly journals Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults

2016 ◽  
Vol 11 (1) ◽  
pp. 61-69
Author(s):  
Yongwoo Lee
2017 ◽  
Vol 25 (4) ◽  
pp. 621-627 ◽  
Author(s):  
Yongwoo Lee ◽  
Wonjae Choi ◽  
Kyeongjin Lee ◽  
Changho Song ◽  
Seungwon Lee

Avatar-based three-dimensional technology is a new approach to improve physical function in older adults. The aim of this study was to use three-dimensional video gaming technology in virtual reality training to improve postural balance and lower extremity strength in a population of community-dwelling older adults. The experimental group participated in the virtual reality training program for 60 min, twice a week, for 6 weeks. Both experimental and control groups were given three times for falls prevention education at the first, third, and fifth weeks. The experimental group showed significant improvements not only in static and dynamic postural balance but also lower extremity strength (p < .05). Furthermore, the experimental group was improved to overall parameters compared with the control group (p < .05). Therefore, three-dimensional video gaming technology might be beneficial for improving postural balance and lower extremity strength in community-dwelling older adults.


2018 ◽  
Vol 7 (6) ◽  
pp. 369-376 ◽  
Author(s):  
Aijse W. de Vries ◽  
Jaap H. van Dieën ◽  
Vero van den Abeele ◽  
Sabine M.P. Verschueren

2019 ◽  
Author(s):  
Vivian Ya-Wen Cheng ◽  
Chiu-Mieh Huang ◽  
Jung-Yu Liao ◽  
Hsiao-Pei Hsu ◽  
Shih-Wen Wang ◽  
...  

BACKGROUND In Taiwan, which has one of the most rapidly aging populations in the world, it is becoming increasingly critical to promote successful aging strategies that are effective, easily usable, and acceptable to institutionalized older adults. Although many practitioners and professionals have explored aromatherapy and identified its psychological benefits, the effectiveness of combining 3-dimensional (3D) virtual reality and hands-on aromatherapy remains unknown. OBJECTIVE A quasi-experimental trial was designed to evaluate the effectiveness of this combination in lowering perceived stress and promoting happiness, sleep quality, meditation experience, and life satisfaction among institutionalized older adults in Taiwan. METHODS A total of 60 institutionalized elderly participants either received the combined intervention or were in a control group. Weekly 2-hour sessions were implemented over 9 weeks. The outcome variables were happiness, perceived stress, sleep quality, meditation experience, and life satisfaction, which were assessed at baseline and after the intervention. RESULTS Generalized estimating equation (GEE) analyses indicated that the experimental group showed significant post-intervention improvements in terms of scores for happiness, perceived stress, sleep quality, meditation experience, and life satisfaction (n=48; all <i>P</i>&lt;.001). Another GEE analysis showed that the significant improvements in the 5 outcome variables persisted in participants aged 80 years and older (n=35; all <i>P</i>&lt;.001). CONCLUSIONS This is the first trial to explore the effectiveness of a combination of 3D virtual reality and hands-on aromatherapy in improving older adults’ psychological health. The results are promising for the promotion of psychological health in institutionalized older adults. CLINICALTRIAL ClinicalTrials.gov NCT04324216; https://clinicaltrials.gov/ct2/show/NCT04324216.


10.2196/17096 ◽  
2020 ◽  
Vol 22 (7) ◽  
pp. e17096 ◽  
Author(s):  
Vivian Ya-Wen Cheng ◽  
Chiu-Mieh Huang ◽  
Jung-Yu Liao ◽  
Hsiao-Pei Hsu ◽  
Shih-Wen Wang ◽  
...  

Background In Taiwan, which has one of the most rapidly aging populations in the world, it is becoming increasingly critical to promote successful aging strategies that are effective, easily usable, and acceptable to institutionalized older adults. Although many practitioners and professionals have explored aromatherapy and identified its psychological benefits, the effectiveness of combining 3-dimensional (3D) virtual reality and hands-on aromatherapy remains unknown. Objective A quasi-experimental trial was designed to evaluate the effectiveness of this combination in lowering perceived stress and promoting happiness, sleep quality, meditation experience, and life satisfaction among institutionalized older adults in Taiwan. Methods A total of 60 institutionalized elderly participants either received the combined intervention or were in a control group. Weekly 2-hour sessions were implemented over 9 weeks. The outcome variables were happiness, perceived stress, sleep quality, meditation experience, and life satisfaction, which were assessed at baseline and after the intervention. Results Generalized estimating equation (GEE) analyses indicated that the experimental group showed significant post-intervention improvements in terms of scores for happiness, perceived stress, sleep quality, meditation experience, and life satisfaction (n=48; all P<.001). Another GEE analysis showed that the significant improvements in the 5 outcome variables persisted in participants aged 80 years and older (n=35; all P<.001). Conclusions This is the first trial to explore the effectiveness of a combination of 3D virtual reality and hands-on aromatherapy in improving older adults’ psychological health. The results are promising for the promotion of psychological health in institutionalized older adults. Trial Registration ClinicalTrials.gov NCT04324216; https://clinicaltrials.gov/ct2/show/NCT04324216.


2019 ◽  
Vol 48 (Supplement_4) ◽  
pp. iv28-iv33
Author(s):  
Kwee Yong Joyce Yap ◽  
Ee Chia Joanne Kua ◽  
Cai Ning Tan ◽  
Xiao Ming Ding ◽  
Noor Hafizah Bte Ismail ◽  
...  

Abstract Dual task training benefits older adults by improving their balance and gait parameters. There is strong evidence suggesting its usefulness in reduction of falls with reduced falls risk. Current interventions for dual task training include exercises with cognitive exercises. There exists limited evidence for the use of Virtual Reality (VR) in training for dual tasking. Our study sets out to evaluate the usability and feasibility of an immersive VR dual tasking platform for older adults. An immersive VR dual tasking training platform for older adults was developed in conjunction with the engineers for this pilot study. The cognitive task involves training of executive function through an immersive 3-dimensional game where the participants have to follow instructions to catch and avoid certain specified objects. The motor task involves walking on a motorized treadmill at a preset speed. The two tasks were incorporated into a single platform with a training protocol over twelve sessions. We evaluated for side effects from using this immersive VR device and tolerability of the training protocol. The mean age of the participants is 62.9(±3.0)years old. Their mean comfortable gait speed is 1.27m/s. There were no falls throughout the entire training program. Participants tolerated the training protocol well with only 0.83% (1/120 training sessions) experiencing lower muscle ache/pain. The most common adverse effect from the immersive VR environment was tiredness – which made up 88% of all the adverse effects. However, this did not prevent participants from completing the training. The mean rating on the Borg Scale of perceived exertion is fairly light. The VR platform and training protocol is safe and feasible for use in healthy older adults. We aim to conduct a clinical trial using this VR dual tasking platform in older adults to assess for clinical benefits in falls preventions, improvements in gait parameters and cognitive scores.


2019 ◽  
Vol 15 (8) ◽  
pp. 924-932
Author(s):  
Lisa Sheehy ◽  
Anne Taillon-Hobson ◽  
Hillel Finestone ◽  
Martin Bilodeau ◽  
Christine Yang ◽  
...  

2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Muyinat Y. Osaba ◽  
Dario Martelli ◽  
Antonio Prado ◽  
Sunil K. Agrawal ◽  
Anil K. Lalwani

Abstract Older adults have difficulty adapting to new visual information, posing a challenge to maintain balance during walking. Virtual reality can be used to study gait adaptability in response to discordant sensorimotor stimulations. This study aimed to investigate age-related modifications and propensity for visuomotor adaptations due to continuous visual perturbations during overground walking in a virtual reality headset. Twenty old and twelve young subjects walked on an instrumented walkway in real and virtual environments while reacting to antero-posterior and medio-lateral oscillations of the visual field. Mean and variability of spatiotemporal gait parameters were calculated during the first and fifth minutes of walking. A 3-way mixed-design ANOVA was performed to determine the main and interaction effects of group, condition and time. Both groups modified gait similarly, but older adults walked with shorter and slower strides and did not reduce stride velocity or increase stride width variability during medio-lateral perturbations. This may be related to a more conservative and anticipatory strategy as well as a reduced perception of the optic flow. Over time, participants adapted similarly to the perturbations but only younger participants reduced their stride velocity variability. Results provide novel evidence of age- and context-dependent visuomotor adaptations in response to visual perturbations during overground walking and may help to establish new methods for early identification and remediation of gait deficits.


GeroPsych ◽  
2016 ◽  
Vol 29 (1) ◽  
pp. 29-36 ◽  
Author(s):  
Véronique Cornu ◽  
Jean-Paul Steinmetz ◽  
Carine Federspiel

Abstract. A growing body of research demonstrates an association between gait disorders, falls, and attentional capacities in older adults. The present work empirically analyzes differences in gait parameters in frail institutionalized older adults as a function of selective attention. Gait analysis under single- and dual-task conditions as well as selective attention measures were collected from a total of 33 nursing-home residents. We found that differences in selective attention performances were related to the investigated gait parameters. Poorer selective attention performances were associated with higher stride-to-stride variabilities and a slowing of gait speed under dual-task conditions. The present findings suggest a contribution of selective attention to a safe gait. Implications for gait rehabilitation programs are discussed.


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