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.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC9267554PMC
http://dx.doi.org/10.3390/jcm11133911DOI Listing

Publication Analysis

Top Keywords

immersive virtual
8
virtual reality
8
exercise program
8
community-dwelling nonagenarian
8
tinetti test
8
test balance
8
total score
8
balance
6
sig
5
reality novel
4

Similar Publications

Unlabelled: Stroke patients are rarely asked about their responses to specific design attributes. Virtual reality (VR) offers a promising tool to explore how hospital environments are experienced after stroke.

Purpose: To gather perspectives and emotional responses regarding physical design attributes of hospital patient rooms after stroke.

View Article and Find Full Text PDF

Hypnotherapy for Smoking Cessation, Sleep, Pain, and the Potential of Hypnosis Apps.

Int J Clin Exp Hypn

January 2025

Psychology & Neuroscience, Baylor University, Waco, Texas, USA.

This issue of the provides a systematic review of hypnotherapy for smoking cessation as well as a systematic review of hypnosis apps. These reviews are followed by articles that examine hypnotherapy for sleep disturbances in patients with multiple sclerosis, and provide results from a randomized clinical trial of immersive virtual reality to reduce pain and anxiety in individuals undergoing orthopedic surgery. In addition, an important new study, with findings that suggest a "general factor" may best account for hypnotizability is presented.

View Article and Find Full Text PDF

Augmented Reality for extremity hemorrhage training: a usability study.

Front Digit Health

January 2025

Department of Informatics, Bioengineering, Robotics and Systems Engineering, University of Genoa, Genoa, Italy.

Introduction: Limb massive hemorrhage is the first cause of potentially preventable death in trauma. Its prompt and proper management is crucial to increase the survival rate. To handle a massive hemorrhage, it is important to train people without medical background, who might be the first responders in an emergency.

View Article and Find Full Text PDF

Introduction: Virtual reality (VR) holds significant promise for psychiatric research, treatment, and assessment. Its unique ability to elicit immersion and presence is important for effective interventions. Immersion and presence are influenced by matching-the alignment between provided sensory information and user feedback, and self-presentation-the depiction of a user's virtual body or limbs.

View Article and Find Full Text PDF

Background: Head-mounted displays can be used to offer personalized immersive virtual reality (IVR) training for patients who have suffered an Acquired Brain Injury (ABI) by tailoring the complexity of visual and auditory stimuli to the patient's cognitive capabilities. However, it is still an open question how these virtual environments should be designed.

Methods: We used a human-centered design approach to help define the characteristics of suitable virtual training environments for ABI patients.

View Article and Find Full Text PDF

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!