2014
DOI: 10.1186/1743-0003-11-164
|View full text |Cite
|
Sign up to set email alerts
|

Interactive balance training integrating sensor-based visual feedback of movement performance: a pilot study in older adults

Abstract: BackgroundWearable sensor technology can accurately measure body motion and provide incentive feedback during exercising. The aim of this pilot study was to evaluate the effectiveness and user experience of a balance training program in older adults integrating data from wearable sensors into a human-computer interface designed for interactive training.MethodsSenior living community residents (mean age 84.6) with confirmed fall risk were randomized to an intervention (IG, n = 17) or control group (CG, n = 16).… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

5
161
2

Year Published

2015
2015
2023
2023

Publication Types

Select...
4
4

Relationship

1
7

Authors

Journals

citations
Cited by 78 publications
(168 citation statements)
references
References 59 publications
5
161
2
Order By: Relevance
“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
See 1 more Smart Citation
“…The primary aim of the reviewed studies was to evaluate the potential effect of gaming/VR exercise on balance, either alone (9,12,(32)(33)(34)(35)(36)(37)(38)(39)(40)(41)(42)(43)(44)(45)(46), in combination with other physical abilities such as strength or mobility (11,13,(47)(48)(49)(50)(51), or in combination with falls or fear of falling, cognition, quality of life, or user experience (52)(53)(54)(55)(56)(57)(58)(59)(60)(61)(62). Seven studies investigated the effect of gaming/VR exercise on gait parameters (63)(64)(65)(66)(67)(68)(69), and six studies examined the effectiveness with regard to different physical functions and associated fall risk (10,(70)(71)(72)…”
Section: Study Characteristicsmentioning
confidence: 99%
“…As can be seen in Table 4, the studies utilizing commercially available exergames targeted a wide variety of physical functions and activities, with balance being the main target of improvement (see Table 4 for references). For the custom-designed games three functions were mainly targeted; balance (9,33,36,38,39,46,54,59,61), walking/stepping (41,51,(62)(63)(64)68), and strength (67, 79). …”
Section: Participant Characteristicsmentioning
confidence: 99%
“…Note: The exercises above improve balance in patients with peripheral neuropathy. 24,41 3. In sessions 1-12, perform an ankle reaching task (Figure 1).…”
Section: Begin Training Interventionmentioning
confidence: 99%
“…Note: This task is designed to enhance coordination between ankle, knee, and hip joints during weight shifting tasks. 24,41 4. In sessions 2-12, perform an obstacle crossing task with increasing degrees of difficulty.…”
Section: Begin Training Interventionmentioning
confidence: 99%
“…These sensors, with wireless data transfer, have the potential to overcome the major drawbacks of cost, size and limited location of computerized testing, as well as enabling the objective measurement of postural sway and movements during task performance. Wearable sensor technology can accurately measure the postural control (22,23) and may provide a new avenue for motion feedback during balance tests (24). Also, the incorporation of wearable sensors into balance training has been repeatedly suggested in review articles (25,26).…”
Section: Introductionmentioning
confidence: 99%