Influence of Virtual Reality Gaming Using Bio-sensing Technology on the Motor Function of the Elderly

[Purpose] To conduct preliminary research on the effect virtual reality (VR) gaming using bio-sensing has on the motor function of the elderly. [Subjects and Methods] Twenty-three elderly persons played VR games more than twice a week for 4 weeks. Pre- and post-intervention performances of the 10-m...

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Veröffentlicht in:Rigaku ryoho kagaku 2015, Vol.30(6), pp.811-815
Hauptverfasser: ONUKI, Mutsumi, ARITA, Motohide, INOUE, Etsuji, TSUJISHITA, Morihiro
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container_title Rigaku ryoho kagaku
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creator ONUKI, Mutsumi
ARITA, Motohide
INOUE, Etsuji
TSUJISHITA, Morihiro
description [Purpose] To conduct preliminary research on the effect virtual reality (VR) gaming using bio-sensing has on the motor function of the elderly. [Subjects and Methods] Twenty-three elderly persons played VR games more than twice a week for 4 weeks. Pre- and post-intervention performances of the 10-m walking time (10 mWT), the timed up-and-go test (TUG), and the 5-step test (5ST), as well as functions measured by the games, average reaction speed and game success rates, were compared. Exercise habits were also investigated using a questionnaire. [Results] Post-intervention TUG, 5ST, average reaction speed and success rate results were significantly better than at pre-intervention, and significantly more subjects who successfully completed the games had exercise habits. [Conclusion] Post-intervention motor function was significantly improved, but the results suggest the possibility that it was influenced by audio-visual function or TV game experience.
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subjects Kinect sensor
TV game
virtual reality environment
title Influence of Virtual Reality Gaming Using Bio-sensing Technology on the Motor Function of the Elderly
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