2020
DOI: 10.1371/journal.pone.0229594
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Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people

Abstract: Today, falls constitute a substantial health problem, especially in the elderly, and the diagnostic tests used by clinicians present often a low sensitivity and specificity. This is the case for the Timed Up and Go test which lacks contextualization with regard to everyday life limiting the relevance of its diagnosis. Virtual reality enables the creation of immersive, reproducible and secure environments, close to situations encountered in daily life, and as such could improve falling risk assessment. This stu… Show more

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Cited by 17 publications
(16 citation statements)
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“…Regarding the comparison between the “real” condition and the “stable virtual reality” condition, the results coincide with those of our previous study [14], with an increase in the time and number of steps to perform the task. Now regarding the absence of significant differences observed between the 2 conditions in virtual reality, various factors may be involved.…”
Section: Discussionsupporting
confidence: 88%
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“…Regarding the comparison between the “real” condition and the “stable virtual reality” condition, the results coincide with those of our previous study [14], with an increase in the time and number of steps to perform the task. Now regarding the absence of significant differences observed between the 2 conditions in virtual reality, various factors may be involved.…”
Section: Discussionsupporting
confidence: 88%
“…Using virtual reality to contextualize a test environment to assess the risk of falls [13] requires an interest in motor changes induced by VR. In a previous study [14], we used the Timed Up and Go task [15] to compare the time and number of steps required to complete the task in real life and in a virtual environment simulating a real-life situation. The Timed Up and Go is a gold standard in fall risk assessment, and the task it offers, with a sit to stand, walk, turn around, and sit, is both relevant regarding daily activities that may indicate a risk of fall in the elderly but also for reproduction in a virtual environment.…”
Section: Introductionmentioning
confidence: 99%
“…These two studies showed that adding the HMD VR component to the TUG, the task was more challenging to complete and that the self-motion perceptions during the task changed. Muhla et al ( 2020 ) contextualized the traditional TUG to make it closer to the real-world scenarios. They observed an increase in the number of steps and the time to complete the VR TUG test.…”
Section: Resultsmentioning
confidence: 99%
“…These improvements are probably due to the challenges that are induced when using VR scenarios. While some researchers reported that older adults have similar balance performance in traditional and VR scenarios (Alahmari et al, 2014 ), others have argued that participants' behaviors in VR versions of balance tests differ significantly (Muhla et al, 2020 ). One explanation could be that HMD systems remove the surrounding visual cues that older adults require for maintaining balance.…”
Section: Discussionmentioning
confidence: 99%
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