THE EFFECTS OF VISUAL INFORMATION ON BALANCE PERFORMANCE OF NORMAL ADULTS IN VIRTUAL REALITY

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T.-Y. Oh1, C.-Y. Kang1, Y.-J. Jang1, J.-M. Kim1, H.-R. Nam1, J.-H. Lee2
1Silla University, Physiotherapy, Busan, Korea (Republic of), 2Silla University, Graduate School, Physiotherapy, Busan, Korea (Republic of)

Background: As science is advanced and information industry is developing, the technique using by the virtual reality appear to have a significant impact on disease treatment and health recovery including walking, balance performance, posture control training.

Purpose: The purpose of this study is to determine the difference of the balance performance between in the real environment and the virtual environment provided the visual information in adult in their 20’s.

Methods: Participants of this study were 30 men and women in their 20s attending S University in Busan who were understood the purpose of this study and were participate voluntarily. Participants were selected who is without any problem of balance performance and orthopedic diseases.
Balance performance was measured the total momentum shifting each direction X (medial-lateral), Y (anterior-posterior) and in a laboratory equipped with the force plate (Kistler 9260AA6, Swiss). Muscle activations of upper Trapezius, Gluteus maximus, Gluteus medius, Tibialis anterior were recorded using by EMG (Noraxon Ultium 8 Channel, USA). Both experiments were performed during participants were carrying out the one leg stand wearing virtual reality equipment (VR Shinecon G05A, Hong Kong) or not wearing.
The order of the experiment was randomly determined among the two conditions of virtual reality and one condition of non-virtual reality. Participants were stand with dominant leg on the force plate three times for about 20 second.
We provided to participants during standing with one leg the visual information appearing level 3 and 7 earthquake using by virtual reality equipment.
There were three conditions of experiments that Non virtual condition (NVR), VR condition 1(VR1) with level 3 earthquake information and VR condition 2(VR2) with level 7 earthquake information The collected data were encoded and preformed One-way ANOVA, Turkey test using statistical program SPSS-PC version 25.

Results: There were significantly difference of the total momentum shifting X and Y axes between the NVR and VR1, 2, but each VR condition had no difference. The total momentum shifting X axes in VR 1, 2 were higher than NVR by 29.46N (VR1) and 31.38N (VR2). The total momentum shifting Y axes in VR1, 2 were higher than NVR by 26.466N (VR1) and 27.10N (VR2).
Gastrocnemius muscle activation was higher by 48.09 MVIC % in VR2 compared to NVR, but there was no significant difference between the NVR and VR1, VR1 and 2. Tibialis anterior muscle activation was significantly higher by 20.14 MVIC% in VR1 and 18.15 MVIC % in VR2 than NVR, but there was no significant difference between VR1 and VR2.

Conclusions: The values of total momentum shifting and muscle activation of Gastrocnemius and Tibialis anterior were significantly higher in VR1, VR2 compared to NVR but there were not a significant difference VR1 and VR2,
The difficulty of balance training can be increased through virtual reality conditions, but the level of visual confusion did not significantly affect the difficulty.

Implications: We found when physiotherapist providing balance training using virtual reality in clinical practice, it can be an effective clinical intervention for patients who need to improve the difficulty at a low level.

Funding acknowledgements: Not Application

Keywords:
Virtual Reality
Balance Performance

Topics:
Innovative technology: information management, big data and artificial intelligence
Health promotion & wellbeing/healthy ageing/physical activity
Neurology

Did this work require ethics approval? Yes
Institution: Silla University
Committee: Institutional Review Board of Silla University
Ethics number: 1041449-202209-HR-003

All authors, affiliations and abstracts have been published as submitted.

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