de Vries Aijse W, Faber Gert, Jonkers Ilse, Van Dieen Jaap H, Verschueren Sabine M P
Musculoskeletal Research Unit, Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences, Katholieke Universiteit Leuven, Leuven, Belgium.
MOVE Research Institute Amsterdam, Faculty of Human Movement Sciences, VU University Amsterdam, Amsterdam, The Netherlands.
Gait Posture. 2018 Jan;59:111-116. doi: 10.1016/j.gaitpost.2017.10.006. Epub 2017 Oct 5.
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).
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.
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.
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.
虚拟现实(VR)平衡训练对于老年人可能比常规运动训练更具优势。然而,由于这些游戏中的动作缺乏挑战性,目前的结果相互矛盾。因此,本研究的目的是评估两款类似的滑雪游戏在多大程度上挑战平衡,这可通过相对于其功能稳定极限(FLOS)的质心(COM)运动来反映。
30名年轻和老年参与者进行了两款滑雪游戏,一款在使用测力板的Wii平衡板(Wiiski)上进行,另一款使用进行运动跟踪的Kinect传感器(Kinski)。在游戏过程中,使用七个光电摄像头捕捉运动学数据。获取了八个方向的FLOS。使用广义估计方程测试游戏和试验对八个方向中每个方向的COM位移以及最大COM速度的影响。
在所有具有前向和中侧方向但没有后向分量的方向上,与Wiiski游戏相比,受试者在Kinski游戏期间显示出明显更大的最大%FLOS位移。此外,Kinski中的最大COM位移和COM速度在试验过程中保持相似或增加,而Wiiski则下降。
我们的结果表明评估用于平衡训练的游戏中运动挑战的重要性。类似的游戏带来不同的挑战,控制传感器及其增益设置起着重要作用。此外,适应性调整导致Wiiski中的挑战性降低,这可能会限制该游戏作为平衡训练工具的有效性。