| Literature DB >> 35807196 |
Pablo Campo-Prieto1,2, José Mª Cancela-Carral2,3, Borja Alsina-Rey3, Gustavo Rodríguez-Fuentes1,2.
Abstract
Physical exercise has been recognized as an important strategy in the promotion of healthy aging. Positive effects on older adults' motor ability are brought about by engaging their motor skills and promoting sensorimotor learning and cortical plasticity. These processes could be increased with the use of immersive virtual reality (IVR) technology, since the multisensory stimulation is greater. The aim of this study was to explore the usability and balance effects of an IVR exercise program in community-dwelling nonagenarian people. A sample of 12 women were allocated to an experimental group (EG n = 6; 91.67 ± 1.63 years) and a control group (CG n = 6; 90.83 ± 2.64 years). For 10 weeks, the EG used a commercial IVR exergame three times a week. All the sample completed the program without adverse effects (without Simulator Sickness Questionnaire symptoms). Post-gaming usability was good (System Usability Scale 78.33). The EG improved some balance parameters significantly (Tinetti test: balance (10.97 %; Sig = 0.017), gait (9.23%; Sig = 0.047) and total score (10.20%; Sig = 0.014) and maintained total TUG test times (-0.45%)). There were significant differences between groups (Tinetti test: balance (Sig = 0.004) and total score (Sig = 0.0032)). We successfully demonstrated that IVR training is feasible and is an effective and personalized method to enhance balance and to reduce the risk of falls in community-dwelling nonagenarian women.Entities:
Keywords: 80 and over; accidental falls; aged; exergames; healthy aging; physical therapy; postural balance; rehabilitation; virtual reality; virtual reality exposure therapy
Year: 2022 PMID: 35807196 PMCID: PMC9267554 DOI: 10.3390/jcm11133911
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.964
Characteristics of the sample.
| Experimental Group | Control Group | |||
|---|---|---|---|---|
| Mean | SD | Mean | SD | |
| Age (years) | 91.67 | 1.63 | 90.83 | 2.64 |
| Height (m) | 1.51 | 0.03 | 1.45 | 0.07 |
| Weight (kg) | 61.65 | 14.32 | 54.87 | 9.87 |
| MEC | 27.66 | 2.87 | 24.45 | 1.56 |
| BMI (kg/m2) | 26.95 | 6.02 | 25.95 | 3.45 |
BMI, Body Mass Index. SD, Standard Deviation. MEC, Cognitive Mini-Exam.
Figure 1Study design: CONSORT 2010 flow diagram.
Figure 2Study design: evaluation and timeline.
Figure 3Screenshots of some immersive virtual scenarios proposed for first contact with IVR. (a) Sunset environment placed in a beach; (b) Seabed with Jellyfish.
Figure 4Real gym and virtual gym: (a) Participant during an exergame session; (b) Screenshot of the exergame proposed (BOXVR).
Balance scores (static and dynamic metrics) in the sample.
| Experimental Group | Control Group | Anova (2 × 2) | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pre | Post | % | Wilcoxon Test | Pre | Post | % | Wilcoxon Test | |||||||
| Mean | SD | Mean | SD | Mean | SD | Mean | SD | |||||||
| Tinettii test | Balance | 12.17 | 1.60 | 13.67 | 1.03 | 10.97 | Z = −3.503; | 12.67 | 1.03 | 11.00 | 0.89 | −15.18 | Z = 3.371; | H1,24 = 10.939; |
| Walk | 9.83 | 1.94 | 10.83 | 0.98 | 9.23 | Z = −2.236; | 8.83 | 2.14 | 8.67 | 1.37 | −1.84 | Z = −0.349; | H1,24 = 0.731; | |
| Total | 22.00 | 2.45 | 24.50 | 1.52 | 10.20 | Z = −3.727; | 21.50 | 3.08 | 19.67 | 1.86 | −9.30 | Z = 2.101; | H1,24 = 5.298; | |
| Timed up and go test (TUG) | Sit to Stand | 2.60 | 1.36 | 3.49 | 2.76 | −25.50 | Z = −1.376; | 5.99 | 1.94 | 7.19 | 4.26 | 16.68 | Z = −0.755; | H1,24 = 0.018; |
| Gait | 5.73 | 3.45 | 5.04 | 0.79 | 13.69 | Z = 0.505; | 7.47 | 3.48 | 7.42 | 3.61 | 0.67 | Z = 0.023; | H1,24 = 0.066; | |
| Turning | 1.56 | 0.51 | 2.25 | 1.02 | −30.66 | Z = −2.023; | 2.41 | 0.78 | 4.27 | 5.07 | −43.55 | Z = −2.005; | H1,24 = 0.294; | |
| Gait return | 5.58 | 3.73 | 5.07 | 3.59 | 10.05 | Z = 1.055; | 6.46 | 2.99 | 6.73 | 1.78 | −4.01 | Z = −0.302; | H1,24 = 0.093; | |
| Stand to sit | 4.10 | 1.24 | 5.27 | 2.06 | −22.20 | Z = −2.236; | 5.34 | 1.73 | 6.36 | 2.60 | −16.03 | Z = −0.930; | H1,24 = 0.008; | |
| Total | 19.56 | 8.95 | 19.65 | 8.94 | −0.45 | Z = −2.236; | 27.67 | 8.33 | 32.47 | 10.42 | −14.78 | Z = −2.198; | H1,24 = 0.393; | |
Cybersickness and usability in the experimental group.
| Mean | SD | |
|---|---|---|
|
| ||
| Total Score | 0.00 | 0.00 |
|
| ||
| 1. I think that I would like to use this system frequently. | 3.00 | 1.41 |
| 2. I found the system unnecessarily complex. | 2.50 | 1.22 |
| 3. I thought the system was easy to use. | 3.83 | 0.98 |
| 4. I think that I would need the support of a technical person to be able to use this system. | 2.00 | 1.67 |
| 5. I found the various functions in this system were well integrated. | 4.00 | 0.63 |
| 6. I thought there was too much inconsistency in this system. | 3.33 | 1.21 |
| 7. I would imagine that most people would learn to use this system very quickly. | 3.17 | 0.75 |
| 8. I found the system very cumbersome to use. | 2.83 | 1.47 |
| 9. I felt very confident using the system. | 4.00 | 0.63 |
| 10. I needed to learn a lot of things before I could get going with this system. | 3.33 | 0.82 |
| Total Score | 78.33 | 7.69 |