Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Intervention
2.3. Assessments
2.4. Statistical Analysis
3. Results
4. Discussion
4.1. Limitations
4.2. Implications of Using Immersive Virtual Reality in Clinical Practice
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Experimental Group (n = 6) | Control Group (n = 6) | |||
---|---|---|---|---|
Mean | SD | Mean | SD | |
Age (years) | 91.67 | 1.63 | 90.83 | 2.64 |
Height (m) | 1.51 | 0.03 | 1.45 | 0.07 |
Weight (kg) | 61.65 | 14.32 | 54.87 | 9.87 |
MEC | 27.66 | 2.87 | 24.45 | 1.56 |
BMI (kg/m2) | 26.95 | 6.02 | 25.95 | 3.45 |
Experimental Group (n = 6) | Control Group (n = 6) | Anova (2 × 2) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pre | Post | % Improve | Wilcoxon Test | Pre | Post | % Improve | Wilcoxon Test | |||||||
Mean | SD | Mean | SD | Mean | SD | Mean | SD | |||||||
Tinettii test | Balance | 12.17 | 1.60 | 13.67 | 1.03 | 10.97 | Z = −3.503; Sig = 0.017 | 12.67 | 1.03 | 11.00 | 0.89 | −15.18 | Z = 3.371; Sig = 0.020 | H1,24 = 10.939; Sig = 0.004 |
Walk | 9.83 | 1.94 | 10.83 | 0.98 | 9.23 | Z = −2.236; Sig = 0.047 | 8.83 | 2.14 | 8.67 | 1.37 | −1.84 | Z = −0.349; Sig = 0.741 | H1,24 = 0.731; Sig = 0.403 | |
Total | 22.00 | 2.45 | 24.50 | 1.52 | 10.20 | Z = −3.727; Sig = 0.014 | 21.50 | 3.08 | 19.67 | 1.86 | −9.30 | Z = 2.101; Sig = 0.090 | H1,24 = 5.298; Sig = 0.032 | |
Timed up and go test (TUG) | Sit to Stand | 2.60 | 1.36 | 3.49 | 2.76 | −25.50 | Z = −1.376; Sig = 0.227 | 5.99 | 1.94 | 7.19 | 4.26 | 16.68 | Z = −0.755; Sig = 0.484 | H1,24 = 0.018; Sig = 0.894 |
Gait | 5.73 | 3.45 | 5.04 | 0.79 | 13.69 | Z = 0.505; Sig = 0.635 | 7.47 | 3.48 | 7.42 | 3.61 | 0.67 | Z = 0.023; Sig = 0.983 | H1,24 = 0.066; Sig = 0.801 | |
Turning | 1.56 | 0.51 | 2.25 | 1.02 | −30.66 | Z = −2.023; Sig = 0.039 | 2.41 | 0.78 | 4.27 | 5.07 | −43.55 | Z = −2.005; Sig = 0.031 | H1,24 = 0.294; Sig = 0.594 | |
Gait return | 5.58 | 3.73 | 5.07 | 3.59 | 10.05 | Z = 1.055; Sig = 0.340 | 6.46 | 2.99 | 6.73 | 1.78 | −4.01 | Z = −0.302; Sig = 0.775 | H1,24 = 0.093; Sig = 0.764 | |
Stand to sit | 4.10 | 1.24 | 5.27 | 2.06 | −22.20 | Z = −2.236; Sig = 0.144 | 5.34 | 1.73 | 6.36 | 2.60 | −16.03 | Z = −0.930; Sig = 0.395 | H1,24 = 0.008; Sig = 0.931 | |
Total | 19.56 | 8.95 | 19.65 | 8.94 | −0.45 | Z = −2.236; Sig = 0.917 | 27.67 | 8.33 | 32.47 | 10.42 | −14.78 | Z = −2.198; Sig = 0.079 | H1,24 = 0.393; Sig = 0.538 |
Mean | SD | |
---|---|---|
Simulation Sickness Questionnaire (SSQ) | ||
Total Score | 0.00 | 0.00 |
System Usability Scale (SUS) | ||
1. I think that I would like to use this system frequently. | 3.00 | 1.41 |
2. I found the system unnecessarily complex. | 2.50 | 1.22 |
3. I thought the system was easy to use. | 3.83 | 0.98 |
4. I think that I would need the support of a technical person to be able to use this system. | 2.00 | 1.67 |
5. I found the various functions in this system were well integrated. | 4.00 | 0.63 |
6. I thought there was too much inconsistency in this system. | 3.33 | 1.21 |
7. I would imagine that most people would learn to use this system very quickly. | 3.17 | 0.75 |
8. I found the system very cumbersome to use. | 2.83 | 1.47 |
9. I felt very confident using the system. | 4.00 | 0.63 |
10. I needed to learn a lot of things before I could get going with this system. | 3.33 | 0.82 |
Total Score | 78.33 | 7.69 |
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Campo-Prieto, P.; Cancela-Carral, J.M.; Alsina-Rey, B.; Rodríguez-Fuentes, G. Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program. J. Clin. Med. 2022, 11, 3911. https://doi.org/10.3390/jcm11133911
Campo-Prieto P, Cancela-Carral JM, Alsina-Rey B, Rodríguez-Fuentes G. Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program. Journal of Clinical Medicine. 2022; 11(13):3911. https://doi.org/10.3390/jcm11133911
Chicago/Turabian StyleCampo-Prieto, Pablo, José Mª Cancela-Carral, Borja Alsina-Rey, and Gustavo Rodríguez-Fuentes. 2022. "Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program" Journal of Clinical Medicine 11, no. 13: 3911. https://doi.org/10.3390/jcm11133911
APA StyleCampo-Prieto, P., Cancela-Carral, J. M., Alsina-Rey, B., & Rodríguez-Fuentes, G. (2022). Immersive Virtual Reality as a Novel Physical Therapy Approach for Nonagenarians: Usability and Effects on Balance Outcomes of a Game-Based Exercise Program. Journal of Clinical Medicine, 11(13), 3911. https://doi.org/10.3390/jcm11133911