| Literature DB >> 26161353 |
Dal Jae Im1, Jeunghun Ku2, Yeun Joon Kim3, Sangwoo Cho4, Yun Kyung Cho5, Teo Lim6, Hye Sun Lee7, Hyun Jung Kim1, Youn Joo Kang1.
Abstract
OBJECTIVE: To improve lower extremity function and balance in elderly persons, we developed a novel, three-dimensional interactive augmented reality system (3D ARS). In this feasibility study, we assessed clinical and kinematic improvements, user participation, and the side effects of our system.Entities:
Keywords: Aged; Augmented reality; Balance; Exercise; Virtual reality
Year: 2015 PMID: 26161353 PMCID: PMC4496518 DOI: 10.5535/arm.2015.39.3.462
Source DB: PubMed Journal: Ann Rehabil Med ISSN: 2234-0645
Fig. 1Participants engaged with a three-dimensional, interactive, augmented reality rehabilitation system, comprised of the balloon game (A), the cave game (B, C), and the rhythm game (D).
Fig. 2The angle of each joint (curved arrow) was calculated based on joint position using the 3D kinetic sensor. (A) External hip rotation angle, (B) internal hip rotation angle (angle of a vector from the knee to the ankle, with a vertical reference vector in the coronal plane), (C) hip extension and flexion angle, and (D) knee flexion angle (angle of a vector from the hip to the knee, with a vertical reference vector in the sagittal plane).
Demographic and baseline characteristics of the participants
BMI, body mass index; MMSE, Mini-Mental State Examination; BBS, Berg Balance Scale; TUG, Timed Up and Go test.
Changes in balance and gait parameters before and after 3D ARS training
Values are presented as mean±standard deviation.
3D ARS, three-dimensional interactive augmented reality system; BBS, Berg Balance Scale; TUG, Timed Up and Go test.
Fig. 3Mean success rate (%) and response time (s) to stimuli for each trial in each game improved as sessions progressed: (A) ball game, (B) cave game, and (C) rhythm game. Error bars indicate standard error.
Changes in kinematic and performance outcome variables during 3D ARS sessions: regression analysis
3D ARS, three-dimensional interactive augmented reality system; B, regression coefficient; SE, standard error.
Fig. 4Maximum hip external rotation during the balloon game (A) and maximum knee flexion angle during the cave game (B), increased following training. Mean success rate (%) per target in the rhythm game (C) increased as sessions progressed. (D) The Pittsburgh Rehabilitation Participation Scale (PRPS) scores after every session also increased. Error bars indicate standard errors.