Literature DB >> 24361986

Virtual reality system based on Kinect for the elderly in fall prevention.

W-M Hsieh1, C-C Chen2, S-C Wang3, S-Y Tan4, Y-S Hwang4, S-C Chen5, J-S Lai6, Y-L Chen7.   

Abstract

BACKGROUND: Daily life movements require balance ability. Good balance control is closely related to body stability and its development. Therefore, balance training is necessary for any age group.
OBJECTIVE: This study proposes the combination of Kinect and virtual reality to build an information platform of interactive scenarios, for practice and evaluation of balance ability. Real-time monitoring of SpO<formula>_2</formula>, pulse rate, velocity and reaction time during the training process is presented for the training activities of elderly physical function.
METHODS: Based on the indicators of balance ability, this information platform sets out various training activities to improve balance ability, making the supposedly tedious process fun and vivid and leading to much better training results.
RESULTS: The data (SpO<formula>_2</formula>, pulse rate, velocity, reaction time) collected from this platform can be sorted and analysed, and the results used to evaluate the performance of balance training, and referenced for follow-up planning in the future. The real-time pulse rate and SpO<formula>_2</formula> measurement information indicating the training activities for the elderly to maintain physical function has a positive significance. A noninvasive and unconstrained real-time method to detect the pulse rate and SpO<formula>_2</formula> during exercises is presented. The results of balance assessment scale testing of BBS and TUG for the experimental group show that effective balance really improved. The difference between the experimental group and the control group was achieved by using paired t-test. The data were analysed by the descriptive statistics on significant level of P < 0.01.
CONCLUSIONS: From the training results of the participants, we know that the information platform developed for enhancing balance ability is in line with practical needs. Furthermore, the fun and interesting game-like exercises it introduces are very helpful in improving balance ability, and certainly in preventing falls.

Entities:  

Keywords:  Balance; Kinect; fall; information platform; virtual reality

Mesh:

Year:  2014        PMID: 24361986     DOI: 10.3233/THC-130769

Source DB:  PubMed          Journal:  Technol Health Care        ISSN: 0928-7329            Impact factor:   1.285


  5 in total

1.  Digitized Hand Skateboard Based on IR-Camera for Upper Limb Rehabilitation.

Authors:  Chih-Chen Chen; Chun-Yen Liu; Shih-Hsiang Ciou; Shih-Ching Chen; Yu-Luen Chen
Journal:  J Med Syst       Date:  2017-01-13       Impact factor: 4.460

2.  Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis.

Authors:  T B F Pacheco; C S P de Medeiros; V H B de Oliveira; E R Vieira; F A C de Cavalcanti
Journal:  Syst Rev       Date:  2020-07-18

3.  The effectiveness of virtual reality training in reducing the risk of falls among elderly people.

Authors:  Magdalena Sylwia Kamińska; Agnieszka Miller; Iwona Rotter; Aleksandra Szylińska; Elżbieta Grochans
Journal:  Clin Interv Aging       Date:  2018-11-14       Impact factor: 4.458

Review 4.  A Review on Technical and Clinical Impact of Microsoft Kinect on Physical Therapy and Rehabilitation.

Authors:  Hossein Mousavi Hondori; Maryam Khademi
Journal:  J Med Eng       Date:  2014-12-10

5.  Effects of Kinect exergames on balance training among community older adults: A randomized controlled trial.

Authors:  Chi-Min Yang; Jun Scott Chen Hsieh; Yi-Chen Chen; Shu-Yu Yang; Hao-Chiang Koong Lin
Journal:  Medicine (Baltimore)       Date:  2020-07-10       Impact factor: 1.817

  5 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.