Literature DB >> 17946975

Virtual reality applications in improving postural control and minimizing falls.

Sumandeep Virk1, Kristiina M Valter McConville.   

Abstract

Maintaining balance under all conditions is an absolute requirement for humans. Orientation in space and balance maintenance requires inputs from the vestibular, the visual, the proprioceptive and the somatosensory systems. All the cues coming from these systems are integrated by the central nervous system (CNS) to employ different strategies for orientation and balance. How the CNS integrates all the inputs and makes cognitive decisions about balance strategies has been an area of interest for biomedical engineers for a long time. More interesting is the fact that in the absence of one or more cues, or when the input from one of the sensors is skewed, the CNS "adapts" to the new environment and gives less weight to the conflicting inputs [1]. The focus of this paper is a review of different strategies and models put forward by researchers to explain the integration of these sensory cues. Also, the paper compares the different approaches used by young and old adults in maintaining balance. Since with age the musculoskeletal, visual and vestibular system deteriorates, the older subjects have to compensate for these impaired sensory cues for postural stability. The paper also discusses the applications of virtual reality in rehabilitation programs not only for balance in the elderly but also in occupational falls. Virtual reality has profound applications in the field of balance rehabilitation and training because of its relatively low cost. Studies will be conducted to evaluate the effectiveness of virtual reality training in modifying the head and eye movement strategies, and determine the role of these responses in the maintenance of balance.

Entities:  

Mesh:

Year:  2006        PMID: 17946975     DOI: 10.1109/IEMBS.2006.260751

Source DB:  PubMed          Journal:  Conf Proc IEEE Eng Med Biol Soc        ISSN: 1557-170X


  6 in total

1.  Use of virtual reality technique for the training of motor control in the elderly. Some theoretical considerations.

Authors:  E D de Bruin; D Schoene; G Pichierri; S T Smith
Journal:  Z Gerontol Geriatr       Date:  2010-08       Impact factor: 1.281

2.  Assessment of frailty: a survey of quantitative and clinical methods.

Authors:  Yasmeen Naz Panhwar; Fazel Naghdy; Golshah Naghdy; David Stirling; Janette Potter
Journal:  BMC Biomed Eng       Date:  2019-03-18

Review 3.  Virtual reality using games for improving physical functioning in older adults: a systematic review.

Authors:  Karina Iglesia Molina; Natalia Aquaroni Ricci; Suzana Albuquerque de Moraes; Monica Rodrigues Perracini
Journal:  J Neuroeng Rehabil       Date:  2014-11-15       Impact factor: 4.262

4.  Virtual reality training improves balance function.

Authors:  Yurong Mao; Peiming Chen; Le Li; Dongfeng Huang
Journal:  Neural Regen Res       Date:  2014-09-01       Impact factor: 5.135

5.  The Effects of Exergaming Training on Balance in Healthy Elderly Women-A Pilot Study.

Authors:  Anna Brachman; Wojciech Marszałek; Anna Kamieniarz; Justyna Michalska; Michał Pawłowski; Anna Akbaş; Grzegorz Juras
Journal:  Int J Environ Res Public Health       Date:  2021-02-03       Impact factor: 3.390

6.  The Effects of Viewing Smart Devices on Static Balance, Oculomotor Function, and Dizziness in Healthy Adults.

Authors:  Donggeon Lee; Soungkyun Hong; Sunhye Jung; Kyeongbong Lee; Gyuchang Lee
Journal:  Med Sci Monit       Date:  2019-10-27
  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.