To analyze the effects of immersive virtual reality training compared to conventional training on conditioning and quality of life of sedentary university students. Design: A randomized controlled trial with two intervention arms, concealed allocation, per protocol analysis, and blinded assessment. Results: In the intragroup analysis of physical conditioning using the shuttle walk test, the experimental group increased by 77.78 meters (95% CI, 25.3m to 130.1m) and the 6-minute walk test the control group improved by 89.92m (95% CI, 33.3m 146.5m). Both groups improved in assessments of quality of life in the physical domain, with increases in scores of 65.49 (95% CI 56.48 to 74.49) and 63.79 (95% CI 51.36 to 76.22); in the psychological domain, an increase of 12.96 (95% CI 3.84 to 22.08) and 14.81 (95% CI 4.42 t 25.20); and, in the general assessment of quality of life, an increase of 88.75 (95% CI59.9 to 117.6) and 81.84 (95% CI 36.5 to 127.1), in the experimental group and the control group, respectively. After two months, there was a maintenance of gains. Conclusion: Immersive virtual reality training and conventional training have the same effect on the improvement of physical conditioning and quality of life in sedentary university students.
Introduction: Alteration of functional balance is one of the main factors that limit the life of the elderly, with falls being the most aggravating consequence. With the advent of technology, several resources have been implemented in different areas of health, with emphasis on immersive virtual reality (RVI).Objective: To evaluate the effect of a swing training in immersive virtual reality on functional balance and its influence on the fear of falling in the elderly.Methods: This is an experimental, uncontrolled study conducted with elderly people with changes in body balance. Balance assessment was performed using the Dynamic Gait Index and Timed Up and Go tests, which measure functional balance, mobility and speed, respectively. The fear of falls was assessed using the Scale Effectiveness of Falls -International. After the initial evaluation battery, we proceeded with the intervention stage, where balance training was implemented through Immersive Virtual Reality. In all, 16 sessions were held, each lasting 50 minutes. At the end, a reassessment was carried out using the same tests as the initial evaluation. In all analyzes, an alpha value equal to 5% and the software R v3.6.1 were adopted.Results: Statically significant results were found only for balance (p <0.01) and mobility and speed (p <0.01). The fear of falls (p = 0.33) with an increase in the mean after the intervention, did not present a statistically significant result. Conclusion: The training was effective to optimize the functional balance, having no influence in reducing the fear of falling.
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