| Literature DB >> 32168361 |
Frédéric Muhla1,2, Fabien Clanché1,2, Karine Duclos1,2, Philippe Meyer3, Séverine Maïaux3, Sophie Colnat-Coulbois4, Gérome C Gauchard1,2.
Abstract
Today, falls constitute a substantial health problem, especially in the elderly, and the diagnostic tests used by clinicians present often a low sensitivity and specificity. This is the case for the Timed Up and Go test which lacks contextualization with regard to everyday life limiting the relevance of its diagnosis. Virtual reality enables the creation of immersive, reproducible and secure environments, close to situations encountered in daily life, and as such could improve falling risk assessment. This study aims to evaluate the effect of immersive virtual reality by wearing a virtual reality headset with a non-disturbing virtual environment compared to real world on the Timed Up and Go test completion. Thirty-one elders (73.7 ± 9 years old) volunteered to participate in the study and the mean times and number of steps to complete a Timed Up and Go were compared in two conditions: actual-world clinical and virtual reality conditions. The results showed that the mean completion times and most of the mean number of steps of the Timed Up and Go in virtual reality condition were significantly different to those in clinical condition. These results suggest that there is a virtual reality effect and this effect is significantly correlated to the time taken to complete the Timed Up and Go. This information will be of interest to quantify the potential part of virtual reality effect on the motor control, measured in a virtual task using virtual controlled disturbances.Entities:
Year: 2020 PMID: 32168361 PMCID: PMC7069621 DOI: 10.1371/journal.pone.0229594
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Virtual environment design.
Medians (interquartile ranges) of the times and number of steps in both TUG and TUG VR conditions, phases and total.
| TUG Phase | Time (s) | Time VR (s) | Steps | Steps VR |
|---|---|---|---|---|
| Get Up (GU) | 1.35 (0.48) | 1.33 (0.72) | ||
| Go | 3.93 (1.75) | 4.14 (2.19) | 6 (2) | 6.67 (2.67) |
| Turn Around (TA) | 1.59 (0.69) | 1.88 (1.20) | 3 (1.08) | 3.33 (1.42) |
| Return (Re) | 3.49 (1.50) | 3.63 (2.18) | 6 (1.67) | 6.33 (1.83) |
| Sit Down (SD) | 2.63 (0.95) | 3.02 (1.37) | 3 (1.67) | 3.33 (1.33) |
| Total | 12.84 (5.56) | 14.76 (8.63) | 17.16 (4.83) | 19.17 (6.5) |
Fig 2Box & Whiskers with Medians, Upper and Lower Quartiles, and Min-Max of the both conditions (TUG and TUG VR) mean times of the different phases.
Wilcoxon test: *p<0.050; **p<0.010; ***p<0.001.
Fig 3Bee swarm plot of total time in each condition (TUG and TUG VR).
Fig 4Box & Whiskers with Medians, Upper and Lower Quartiles, and Min-Max of the both conditions (TUG and TUG VR) mean number of steps for the different phases.
Wilcoxon test: **p<0.010; ***p<0.001; bp<0.100.
Fig 5Bee swarm plot of total steps in each condition (TUG and TUG VR).
Fig 6Graphical representation of the presence questionnaire results.
Fig 7Scatter plot of the TUG total time correlation with ΔTime.