Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues; however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length; secondary measures included independent axis path velocity, amplitude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly ( < 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC8539689 | PMC |
http://dx.doi.org/10.3390/s21206817 | DOI Listing |
Orv Hetil
January 2025
2 Semmelweis Egyetem, Általános Orvostudományi Kar, Aneszteziológiai és Perioperatív Betegellátó Intézet Budapest, Üllői út 78/B, 1082 Magyarország.
Exp Brain Res
January 2025
Institute for Experimental Psychology, Heinrich Heine University Düsseldorf, 40225, Düsseldorf, Germany.
When we touch ourselves, the pressure appears weaker compared to when someone else touches us, an effect known as sensory attenuation. Sensory attenuation is spatially tuned and does only occur if the positions of the touching and the touched body-party spatially coincide. Here, we ask about the contribution of visual or proprioceptive signals to determine self-touch.
View Article and Find Full Text PDFJ Clin Med
December 2024
Department of Public Health and Sport Sciences, Faculty of Health and Life Sciences, Medical School, University of Exeter, Exeter EX1 2LU, UK.
: To summarize the impact of various telerehabilitation interventions on motor function, balance, gait, activities of daily living (ADLs), and quality of life (QoL) among patients with stroke and to determine the existing telerehabilitation interventions for delivering physiotherapy sessions in clinical practice. : Six electronic databases were searched to identify relevant quantitative systematic reviews (SRs). Due to substantial heterogeneity, the data were analysed narratively.
View Article and Find Full Text PDFJ Clin Med
December 2024
Department of Oral Pathobiological Science and Surgery, Tokyo Dental College, 2-9-18 Kandamisaki-cho, Chiyoda-ku, Tokyo 101-0061, Japan.
Mandibular gingival squamous cell carcinoma (SCC) is the second most common oral cancer after tongue cancer. As these carcinomas often invade the mandible early, accurately defining the resection extent is important. This report highlights the use of preoperative virtual surgery data, computer-aided design and manufacturing (CAD/CAM) technology, surgical guidance, and extended reality (XR) support in achieving highly accurate marginal mandibulectomy without recurrence or metastasis.
View Article and Find Full Text PDFSensors (Basel)
January 2025
University-Industrial Cooperation Corps of HiVE Center, Wonkwang Health Science University, 514, Iksan-daero, Iksan-si 54538, Republic of Korea.
Virtual reality (VR) technology has gained popularity across various fields; however, its use often induces cybersickness, characterized by symptoms such as dizziness, nausea, and eye strain. This study investigated the differences in cybersickness levels and head movement patterns under three distinct VR viewing conditions: dynamic VR (DVR), static VR (SVR), and a control condition (CON) using a simulator. Thirty healthy adults participated, and their head movements were recorded using the Meta Quest 2 VR headset and analyzed using Python.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!