Literature DB >> 34365451

Does the Management of Visual and Audible Motion Information during an Immersive Virtual Reality Timed Up and Go Test Impact Locomotor Performance in the Elderly?

Frédéric Muhla1,2, Karine Duclos3,4, Fabien Clanché3,4, Philippe Meyer5, Séverine Maïaux5, Sophie Colnat-Coulbois4, Gérome C Gauchard3,4.   

Abstract

BACKGROUND/AIMS: Falling among the elderly is a major public health issue, especially with the advancing age of the baby boomers. The fall risk assessment tests for many lack a context that would bring them closer to everyday life. Thus, immersive virtual reality, which makes it possible to simulate everyday situations, could make it possible to strengthen the quality of the assessment of the risk of falls. However, it is necessary to understand how the use of a virtual reality device influences the motor control of elderly participants. If vestibular physiotherapists use VR to virtualize their tools, what impact would a visual simulation of movement have on motor control in a locomotor task, if this simulation were plausible?
METHODS: Sixty-two elders (70.8 ± 6.7 years old) completed a Timed Up and Go task under 3 conditions: real, virtual reality, and virtual reality with visual and sound movement information. The virtual reality task takes place in a train either stationary at a station or in uniform linear motion. The time and number of steps were recorded using video, and comparisons between conditions were made using Friedman's test.
RESULTS: The results show a significant increase in the time and number of steps in "virtual reality" condition compared to the "real" condition. They do not show significant differences between the 2 virtual conditions.
CONCLUSION: The use of a running virtual train to provide plausible movement is particularly distinguished from vestibular physiotherapy applications with first a fixed visual support partially obscuring the optical flow. This visual aid coupled with the attention dedicated to the task inhibits the effect of the moving environment on locomotion. However, the visual optical flow will potentially have an effect in people with fear of falling. Virtual reality shows great potential for the simulation of realistic environments for the assessment of the risk of falls and opens up avenues for the development of tests.
© 2021 S. Karger AG, Basel.

Entities:  

Keywords:  Elderly; Immersive virtual reality; Timed Up and Go

Mesh:

Year:  2021        PMID: 34365451     DOI: 10.1159/000517286

Source DB:  PubMed          Journal:  Gerontology        ISSN: 0304-324X            Impact factor:   5.140


  1 in total

1.  Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.

Authors:  Alexandre Renaux; Frédéric Muhla; Fabien Clanché; Philippe Meyer; Séverine Maïaux; Sophie Colnat-Coulbois; Gérome Gauchard
Journal:  PLoS One       Date:  2022-10-10       Impact factor: 3.752

  1 in total

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