KMID : 0357220110230040037
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Journal of Korean Society Physical Therapy 2011 Volume.23 No. 4 p.37 ~ p.44
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Effects of Virtual Reality Exercise Program on Muscle Activity and Balance Abilities in Elderly Women
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Lee Joon-Hee
Park Seung-Ung Kang Jeong-Il Yang Dae-Jung Park Seung-Kyu
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Abstract
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Purpose: The aim of this study was to investigate the effects of an exercise program using a virtual reality game and a gait exercise program using a treadmill on % maximum voluntary isometric contraction (%MVIC) and static and dynamic balancing capabilities.
Methods: A total of 26 elderly women were included in the study. 13 women were assigned to an exercise program using a virtual reality game, and 13 to a gait exercise program using a treadmill. The subjects performed the exercise for 40 min per session, three sessions per week, for eight weeks.
Results: The %MVIC of the vastus medialis was significantly increased from 28.91¡¾2.03% to 32.98¡¾2.6% in the virtual reality game exercise group (p<0.00). The %MVIC of the vastus lateralis was significantly increased from 27.17¡¾1.93% to 31.50¡¾2.18% (p<0.00) in the gait exercise program group. The whole path length with both feet on the floor and eyes open was significantly decreased from 1570.92¡¾820.6 mm to 1343.62¡¾242.41 mm (p<0.00). The whole path length with both feet on the floor and eyes closed was significantly decreased from 1819.85¡¾361.14 mm to 1581.05¡¾285.11 mm (p<0.00). The length of a functional reach was significantly increased from 25.2¡¾4.23 cm to 27.68¡¾4.04 cm (p<0.00).
Conclusion: The exercise program using a virtual reality game is effective for improving the %MVIC and static and dynamic balancing capabilities in elderly women aged 65 years and more.
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KEYWORD
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Virtual reality, Muscle activity, %MVIC, Static balance, WPL, Dynamic balance, FRT
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