IMMERSIVE VIRTUAL TASKS WITH MOTOR AND COGNITIVE COMPONENTS: A APLLICABILITY STUDY WITH YOUNG AND OLDER ADULTS

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J.M. Ribeiro Bacha1, B. Caruso Soares1, C. Torriani-Pasin2, J.E. Pompeu1
1University of Sao Paulo, Department of Physical Therapy, Speech and Occupational Therapy, Sao Paulo, Brazil, 2University of Sao Paulo, Laboratory of Motor Behavior, Sao Paulo, Brazil

Background: There is evidence that commerciais exergames can promote improvement on postural control and cognition in older adults.    However, no study assessed  the effects of  immersive virtual reality systems developed specifically with motor, cognitive and sensory demands on these outcomes for older adults.

Purpose: To analyze the applicability, safety, and acceptability of immersive virtual tasks.

Methods: We recruited 21 participants, 11 young adults and 10 older adults. We used an Oculus Rift virtual reality headset to view the virtual environment and a Microsoft Kinect Sensor to interact with the virtual environment using functional full-body movements. Participants performed three virtual reaching tasks while walking on a virtual path. Descriptive analysis and comparison between participants were performed using Mann-Whitney U Test and Chi-squared Test for non-parametric and nominal variables, respectively. We also used ANOVA to between-groups comparison for normal variables.

Results: 20% of older adults and 81.8% of young adults completed all the three tasks (Chi-squared test; p=0.005). Both groups reported minor symptoms, with no significant differences. Despite the greater difficulty completing the tasks, older participants reported they were more motivated to use the system (Mann-Whitney U Test; p=0.0015) and would be more likely to suggest it to others (Chi-squared test; p=0.034).

Conclusion(s): All three tasks were applicable for young adults. All participants, except for one, had cybersickness. Symptoms were mostly mild and subsided once the interaction was complete, indicating further development of the software is required.

Implications: All three tasks were applicable can be used as a new potential specific tool to improve postural control and cognition of older adults.

Funding, acknowledgements: Coordenação de Aperfeiçoamento de Pessoal de Nível Superior for the concession of a Ph.D. scholarship to complete the doctoral tese.

Keywords: Aged, Postural balance, Virtual Reality

Topic: Innovative technology: robotics

Did this work require ethics approval? Yes
Institution: University of Sao Paulo
Committee: University of Sao Paulo, Brazil
Ethics number: 79419317.7.0000.0065.


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

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