Literature DB >> 29028622

Virtual reality balance training for elderly: Similar skiing games elicit different challenges in balance training.

Aijse W de Vries1, Gert Faber2, Ilse Jonkers3, Jaap H Van Dieen2, Sabine M P Verschueren4.   

Abstract

BACKGROUND: Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS).
METHODS: Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking. During gameplay, kinematics were captured using seven opto-electronical cameras. FLOS were obtained for eight directions. The influence of games and trials on COM displacement in each of the eight directions, and maximal COM speed, were tested with Generalized Estimated Equations.
RESULTS: In all directions with anterior and medio-lateral, but not with a posterior component, subjects showed significantly larger maximal %FLOS displacements during the Kinski game than during the Wiiski game. Furthermore, maximal COM displacement, and COM speed in Kinski remained similar or increased over trials, whereas for Wiiski it decreased.
CONCLUSIONS: Our results show the importance of assessing the movement challenge in games used for balance training. Similar games impose different challenges, with the control sensors and their gain settings playing an important role. Furthermore, adaptations led to a decrease in challenge in Wiiski, which might limit the effectiveness of the game as a balance-training tool.
Copyright © 2017 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Aging; Balance; Balance training; Elderly; Virtual reality

Mesh:

Year:  2017        PMID: 29028622     DOI: 10.1016/j.gaitpost.2017.10.006

Source DB:  PubMed          Journal:  Gait Posture        ISSN: 0966-6362            Impact factor:   2.840


  9 in total

1.  Retention Effects of Long-Term Balance Training with Vibrotactile Sensory Augmentation in Healthy Older Adults.

Authors:  Tian Bao; Fatemeh Noohi; Catherine Kinnaird; Wendy J Carender; Vincent J Barone; Geeta Peethambaran; Susan L Whitney; Rachael D Seidler; Kathleen H Sienko
Journal:  Sensors (Basel)       Date:  2022-04-14       Impact factor: 3.847

2.  Using a Somatosensory Controller to Assess Body Size for Size-Specific Dose Estimates in Computed Tomography.

Authors:  Jay Wu; Ruo-Ping Han; Yan-Lin Liu
Journal:  Biomed Res Int       Date:  2018-05-31       Impact factor: 3.411

3.  Can Kinect aid motor learning in sportsmen? A study for three standing techniques in judo.

Authors:  Cezary Sielużycki; Jarosław Maśliński; Patryk Kaczmarczyk; Rafał Kubacki; Wojciech B Cieśliński; Kazimierz Witkowski
Journal:  PLoS One       Date:  2019-02-06       Impact factor: 3.240

4.  The Effect of Balance and Coordination Exercises on Quality of Life in Older Adults: A Mini-Review.

Authors:  Ayelet Dunsky
Journal:  Front Aging Neurosci       Date:  2019-11-15       Impact factor: 5.750

5.  Influence of body visualization in VR during the execution of motoric tasks in different age groups.

Authors:  Stefan Pastel; Katharina Petri; Dan Bürger; Hendrik Marschal; Chien-Hsi Chen; Kerstin Witte
Journal:  PLoS One       Date:  2022-01-25       Impact factor: 3.240

6.  Determining the Optimal Virtual Reality Exergame Approach for Balance Therapy in Persons With Neurological Disorders Using a Rasch Analysis: Longitudinal Observational Study.

Authors:  Evelyne Wiskerke; Jan Kool; Roger Hilfiker; Karl Martin Sattelmayer; Geert Verheyden
Journal:  JMIR Serious Games       Date:  2022-03-22       Impact factor: 3.364

7.  Movement characteristics during customized exergames after total knee replacement in older adults.

Authors:  Maarit Janhunen; Antti Löppönen; Simon Walker; Taavi Punsár; Niina Katajapuu; Sulin Cheng; Juha Paloneva; Konsta Pamilo; Mika Luimula; Raija Korpelainen; Timo Jämsä; Ari Heinonen; Eeva Aartolahti
Journal:  Front Sports Act Living       Date:  2022-07-27

8.  Compromised Brain Activity With Age During a Game-Like Dynamic Balance Task: Single- vs. Dual-Task Performance.

Authors:  Veerle de Rond; Diego Orcioli-Silva; Bauke Wybren Dijkstra; Jean-Jacques Orban de Xivry; Annette Pantall; Alice Nieuwboer
Journal:  Front Aging Neurosci       Date:  2021-07-05       Impact factor: 5.750

9.  Does a novel exergame challenge balance and activate muscles more than existing off-the-shelf exergames?

Authors:  Jente Willaert; Aijse Willem De Vries; Julie Tavernier; Jaap H Van Dieen; Ilse Jonkers; Sabine Verschueren
Journal:  J Neuroeng Rehabil       Date:  2020-01-15       Impact factor: 4.262

  9 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.