KMID : 1211620160110010061
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Journal of the Korean Society of Physical Medicine 2016 Volume.11 No. 1 p.61 ~ p.69
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Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults
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ÀÌ¿ë¿ì:Lee Yong-Woo
ÀúÀÚ¾øÀ½:No authors listed
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Abstract
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PURPOSE : This study was conducted to investigate the effect of the virtual reality training (VRT) using 3- dimensional video gaming technology on spatiotemporal gait parameters in older adults.
METHODS : The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait.
RESULTS : After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05).
CONCLUSION : The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.
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KEYWORD
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Aged, Virtual Reality Exposure Therapy, Gait
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