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沉浸式虚拟现实作为一种针对九旬老人的新型物理治疗方法:基于游戏的锻炼计划的可用性及其对平衡结果的影响

Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program.

作者信息

Campo-Prieto Pablo, Cancela-Carral José Mª, Alsina-Rey Borja, Rodríguez-Fuentes Gustavo

机构信息

Department of Functional Biology and Health Sciences, Faculty of Physiotherapy, University of Vigo, 36005 Pontevedra, Spain.

Healthyfit Research Group, Galicia Sur Health Research Institute (IIS Galicia Sur), SERGAS-UVIGO, 36213 Vigo, Spain.

出版信息

J Clin Med. 2022 Jul 5;11(13):3911. doi: 10.3390/jcm11133911.

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 = 6; 91.67 ± 1.63 years) and a control group (CG = 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.

摘要

体育锻炼已被公认为是促进健康老龄化的一项重要策略。通过运用老年人的运动技能、促进感觉运动学习和皮质可塑性,可对老年人的运动能力产生积极影响。由于沉浸式虚拟现实(IVR)技术能带来更强的多感官刺激,这些过程可能会因此得到增强。本研究的目的是探讨一项IVR锻炼计划在社区居住的九旬老人中的可用性和平衡效果。将12名女性样本分为实验组(EG = 6;91.67 ± 1.63岁)和对照组(CG = 6;90.83 ± 2.64岁)。在10周时间里,实验组每周使用一款商业IVR健身游戏三次。所有样本均完成了该计划且未出现不良反应(无模拟器晕动症问卷症状)。游戏后的可用性良好(系统可用性量表评分为78.33)。实验组的一些平衡参数有显著改善(Tinetti测试:平衡(10.97%;P值 = 0.017)、步态(9.23%;P值 = 0.047)和总分(10.20%;P值 = 0.014)),且定时起立行走测试总时间保持不变(-0.45%)。两组之间存在显著差异(Tinetti测试:平衡(P值 = 0.004)和总分(P值 = 0.0032))。我们成功证明了IVR训练是可行的,并且是一种有效且个性化的方法,可增强社区居住的九旬老年女性的平衡能力并降低跌倒风险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/7886/9267554/f3158650179c/jcm-11-03911-g001.jpg

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