APPLICABILITY OF THE IMMERSIVE VIRTUAL REALITY SYSTEM FOR COGNITIVE-SENSORY-MOTOR TRAINING OF OLDER ADULTS FALLERS

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Fabiana Cassales Tosi, Jéssica Maria Bacha, Guido Pereira, Izaura Beatriz Silva, Camila Torriani-Pasin, Judity Deutsch, Roseli Lopes, José Eduardo Pompeu
Purpose:

The objectives of the present study were to evaluate the applicability of a Cognitive-Sensory- Motor Immersive System of Virtual Reality in young, non-falling and falling older adults and to analyze the influence of cognition, age and mobility on the performance participants.


Methods:

Cross-sectional observational study. Twenty young people, 20 non-falling older adults and 20 falling older adults were evaluated. The individuals were exposed to 10 minutes of immersion in the Immersive Cognitive-Sensory-Motor System, the virtual task developed aimed at cognitive-sensory-motor training rich in cognitive demands (attention, calculation, decision making, among others), motor (reach, rotation of the trunk) and head, squat and lift) and sensory (visual and auditory feedback). Participants had to touch colored balloons containing numbers to add 10 and 20 points). After 10 minutes of exposure to the System, safety was assessed using the Simulator Sickness Questionnaire to check for the presence of adverse symptoms and events such as falls and pain were recorded. Satisfaction was assessed using a questionnaire prepared by the research group of the Laboratory for Studies in Technology, Functionality and Aging at the University of São Paulo. ANOVA One-Way and Kruskal Wallis test and Bonferroni's post hoc test were used for comparisons between groups. The regression analysis was performed using the Linear Regression Test.


Results:

All participants completed the virtual task, the majority did not report any adverse symptoms (93.6%) and the minority felt these symptoms mildly (6.0%). There was no occurrence of falls and pain. In general, the youth and adult groups were satisfied with the proposed virtual task, with no significant differences between the groups. The more impaired cognition and mobility and the older the participants, the worse the performance in the virtual task.


Conclusion(s):

The Cognitive-Sensory-Motor Immersive System of Virtual Reality proved to be applicable for young and older adults people in general and the performance in the task was influenced by cognition, mobility and age.


Implications:

In this technological world we live the Immersive Virtual Reality System for cognitive - sensory - motor training will be an tool that brings great advantages for improving postural control and preventing falls for older adults fallers.


Funding acknowledgements:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES). Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP).
Keywords:
Virtual reality
Postural balance
Cognition
Primary topic:
Innovative technology: robotics
Did this work require ethics approval?:
Yes
Name the institution and ethics committee that approved your work:
This study was approved by the Ethics Committee of the Medical School of the University of Sao Paulo, Brazil
Provide the ethics approval number:
1.184.941
Has any of this material been/due to be published or presented at another national or international conference prior to the World Physiotherapy Congress 2025?:
No

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