| Literature DB >> 34255643 |
Anna Nishchyk1, Weiqin Chen1, Are Hugo Pripp2, Astrid Bergland2.
Abstract
BACKGROUND: Falling is one of the most common and serious age-related issues, and falls can significantly impair the quality of life of older adults. Approximately one-third of people over 65 experience a fall annually. Previous research has shown that physical exercise could help reduce falls among older adults and improve their health. However, older adults often find it challenging to follow and adhere to physical exercise programs. Interventions using mixed reality (MR) technology could help address these issues. MR combines artificial augmented computer-generated elements with the real world. It has frequently been used for training and rehabilitation purposes.Entities:
Keywords: augmented reality; fall prevention; falls; mixed reality; physical exercise; virtual reality
Year: 2021 PMID: 34255643 PMCID: PMC8280833 DOI: 10.2196/27972
Source DB: PubMed Journal: JMIR Aging ISSN: 2561-7605
Figure 1Reality–virtuality continuum framework [32].
Number of search results in the electronic databases.
| Library | Total number of search results |
| ScienceDirect | 3496 |
| Web of Science | 245 |
| ACM Digital Library | 363 |
| IEEE Xplore Digital Library | 1498 |
| PubMed | 134 |
| MedlinePlus | 4 |
| Cochrane Library | 98 |
| Sum | 5838 |
Figure 2Process of the systematic literature review using a PRISMA flow diagram. PRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses.
Figure 3Distribution of number of participants in the selected studies.
Summary of the qualitative results of the systematic review. Full table can be found in Multimedia Appendix 1.
| Study | Type of exercise | Technology | Sample size (n); age (years)a (experimental and control groups); gender | Duration of intervention and follow-up | Outcome measures |
| Park and Yim [ | Virtual “kayaking” | 3D VRb program with a 3D beam projector | 72; 72.97 (SD 2.98) and 74.11 (SD 2.88); male/female: 36/36 | 6 weeks: 2 times per week; 50 minutes per session | Cognitive function, muscle strength, standing and sitting balance |
| Mirelman et al [ | Walking on a treadmill | VR system with a modified Microsoft Kinect, computer, and a large screen | 302; 73.3 (SD 6.4) and 74.2 (SD 6.9); male/female: 182/100 | 6 weeks: 3 times per week; 45 minutes per session; follow-up after 6 months | Fall rate; gait speed; variability, endurance, balance; mobility; attention; and more |
| Phu et al [ | Balance training | VR system (Balance Rehabilitation Unit) | 195; median 78 (IQR 73–84); male/female: 65/130 | 6 weeks: 2 times per week; 30 minutes per session | Balance and physical performance, fear of falling |
| Yeşilyaprak et al [ | Balance training | BTS NIRVANA VR Interactive System | 18; 70.1 (SD 4.0) and 73.1 (SD 4.5); male/female: 6/12 | 6 weeks: 3 times per week; 50 minutes per session | Dynamic balance, standing balance, fall risk |
| Lee et al [ | Otago exercises (exercises for leg muscle strength and balance, progressing in difficulty) | ARc-based Otago exercise | 30; 72.60 (SD 2.67), 75.80 (SD 5.47), and 76.40 (SD 5.54); male/female: 0/30 | 12 weeks: 3 times per week; 60 minutes per session | Muscle strength, balance ability, static and dynamic load distribution, fall efficacy |
| Duque et al [ | Balance training | VR system (Balance Rehabilitation Unit) | 60; 79.3 (SD 10) and 75 (SD 8); male/female: 28/42 at baseline | 6 weeks: 2 times per week; 20 minutes per session; follow-up after 9 months | Posture, fall rate, gait, grip strength, serum measurements, depression, fear of falling |
| Bacha et al [ | Four Kinect Adventures games | Kinect Adventures Games for Microsoft Xbox 360 Kinect | 46; mean 66.5 (range 65.0-71.75) and mean 71.0 (range 66.0-74.5); male/female: 12/34 | 7 weeks: 2 times per week; 60 minutes per session | Postural control, gait, cardiorespiratory fitness, cognition |
| Htut et al [ | VR games and brain games | Microsoft Xbox 360 Kinect | 84; 75.8 (SD 5.19); male/female: 47/37 | 8 weeks: 3 times per week; 30 minutes per session | Balance, muscle strength, cognition, fall concern |
| Gschwind et al [ | Balance sessions and muscle strength sessions | iStoppFalls, PC/Kinect-based fall preventive exercise game (exergame) | 153; 74.7 (SD 6.7) and 74.7 (SD 6.0); male/female: 60/93 | 16 weeks: 180 minutes per week; follow-up after 6 months | Fall risk, health status, health measures, physical measures, cognitive measures |
| Sápi et al [ | Microsoft Xbox 360 Kinect videogames | Microsoft Xbox 360 Kinect | 75; 69.57 (SD 4.66), 69.12 (SD 4.19), and 67.18 (SD 5.56); male/female: 6/70 | 6 weeks: 3 times per week; 30 minutes per session | Balance, reaction, movement velocity |
| Singh et al [ | Wii Fit games | Nintendo Wii Fit with a Balance Board | 36; 61.12 (SD 3.72) and 64.00 (SD 5.88); male/female: 0/36 | 6 weeks: 2 times per week; 60 minutes per session | Fall risk, fear of fall |
| Rendon et al [ | Wii Fit games | Nintendo Wii Fit with a Balance Board (WBB) | 40; 85.7 (SD 4.3) and 83.3 (SD 6.2); male/female: 14/26 | 6 weeks: 3 times per week; 35–45 minutes per session | Coordination and agility, dynamic balance, balance confidence |
| Stanmore et al [ | Tailored fall prevention exergame program | Laptop and Kinect sensor | 106; 77.8 (SD 10.2)/range 58-101 and 77.9 (SD 8.9)/range: 58-96; male/female: 23/83 | 12 weeks: total exercise time of 359 minutes; fall diary for 3 months after experiment | Balance, risk and fear of fall, mobility, pain, mood, fatigue, cognition, quality of life, falls |
| Yoo et al [ | Otago exercise | Computer with a web camera, head-mounted display | 21; 72.90 (SD 3.41) and 75.64 (SD 5.57); male/female: 0/21 | 12 weeks: 3 times per week; 80 minutes per session | Balance, gait, falls efficacy |
| Cho et al [ | Wii Fit games | Nintendo Wii Fit with a Balance Board | 32; 73.1 (SD 1.1) and 71.7 (SD 1.2); male/female: not specified | 8 weeks: 3 times per week; 30 minutes per session | Balance |
| Ku et al [ | Balance training | 3D interactive system using a kinetic sensor | 36; 64.7 (SD 7.27) and 65.0 (SD 4.77); male/female: 17/17 | 4 weeks: 3 times per week; 30 minutes per session | Dynamic balance, coordination, fall risk, posture |
| Anson et al [ | Walking on a treadmill | TV, 2 webcams, stationary bulls-eye target | 40; 75.8 (SD 6.5) and 75.7 (SD 5.3); male/female: 11/29 | 4 weeks: 3 times per week; 30 minutes per session | Gait, balance |
| Tsang and Fu [ | Wii Fit games | Nintendo Wii Fit | 79; 82.3 (SD 3.8) and 82.0 (SD 4.3); male/female: 31/48 | 6 weeks: 1 time per week; 60 minutes per session | Balance |
| Lee et al [ | Wii Fit games | Nintendo Wii Fit with a Balance Board and Wii Fit joystick | 40; 76.15 (SD 4.55) and 75.71 (SD 4.91); male/female: 17/23 | 6 weeks: 2 times per week; 60 minutes per session | Static and dynamic balance |
| Chen et al [ | Traditional Tai Chi exercises | AR training system (based on Microsoft Kinect) | 28; 72.2 (SD 2.8) and 75.1 (SD 5.5); male/female: 3/25 | 8 weeks: 3 times per week; 30 minutes per session | Balance |
| Jeon and Kim [ | Regular, aerobic, and flexibility exercises | AR-based exercise rehabilitation system (UIN-HEALT); PC, a 3D motion analysis sensor | 27; 72.77 (SD 3.79) and 72.71 (SD 3.64); male/female: 0/27 | 12 weeks: 5 times per week; 30 minutes per session | Physical performance, balance, mobility, walking skill, exercise, Self-Efficacy Scale |
aValues (age) are listed as mean (SD) unless otherwise specified.
bVR: virtual reality.
cAR: augmented reality.
Figure 4Meta-analysis forest plot [28, 44, 45, 47, 48, 50-52, 55, 57, 59, 62].
Figure 5Funnel plot for TUG.
Figure 6BBS test forest plot based on control group approach. BBS: Berg Balance Scale [28, 44, 47, 50-52, 57, 59, 62].