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Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss

BACKGROUND: Quantitative balance measurement is used in clinical practice to prevent falls. The conditions of the test were limited to eyes open, eyes closed, and sway-referenced vision. We developed a new visual perturbation to challenge balance using virtual reality (VR), measuring postural stabil...

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Autores principales: Chiarovano, Elodie, Wang, Wei, Rogers, Stephen J., MacDougall, Hamish G., Curthoys, Ian S., de Waele, Catherine
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5247457/
https://www.ncbi.nlm.nih.gov/pubmed/28163693
http://dx.doi.org/10.3389/fneur.2017.00005
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author Chiarovano, Elodie
Wang, Wei
Rogers, Stephen J.
MacDougall, Hamish G.
Curthoys, Ian S.
de Waele, Catherine
author_facet Chiarovano, Elodie
Wang, Wei
Rogers, Stephen J.
MacDougall, Hamish G.
Curthoys, Ian S.
de Waele, Catherine
author_sort Chiarovano, Elodie
collection PubMed
description BACKGROUND: Quantitative balance measurement is used in clinical practice to prevent falls. The conditions of the test were limited to eyes open, eyes closed, and sway-referenced vision. We developed a new visual perturbation to challenge balance using virtual reality (VR), measuring postural stability by a Wii Balance Board (WBB). METHODS: In this study, we recorded balance performance of 116 healthy subjects and of 10 bilateral vestibular loss patients using VR to assess the effect of age and the effect of total loss of vestibular function. We used several conditions: eyes open (normal visual inputs), eyes closed (no visual inputs), stable visual world (vision referenced), and perturbed visual world (visual perturbation) at different amplitudes of perturbation. Balance under these visual conditions was assessed on the WBB (stable support surface) and on the WBB plus foam rubber (unstable support surface). RESULTS: In healthy subjects, we found that the percentage of falls increased with age and with the amplitude of perturbation for both conditions: WBB or WBB + foam. Moreover, we can define a threshold for falls in each age group as the amplitude of perturbation which induced falls. For bilateral vestibular loss patients, on the WBB + foam, all of them failed with eyes closed and with perturbed visual world even at the minimal amplitude of perturbation. Finally, we observed that stable visual world induced fewer falls than eyes closed whatever the subject’s group (healthy or bilateral vestibular loss) and whatever the age decade. CONCLUSION: VR allowed us to develop a useful new tool with a wide range of visual perturbations. Rather than only two levels of visual condition (eyes open and eyes closed), the VR stimulus can be continuously adjusted to produce a visual perturbation powerful enough to induce falls even in young healthy subjects and which has allowed us to determine a threshold for falls.
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spelling pubmed-52474572017-02-03 Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss Chiarovano, Elodie Wang, Wei Rogers, Stephen J. MacDougall, Hamish G. Curthoys, Ian S. de Waele, Catherine Front Neurol Neuroscience BACKGROUND: Quantitative balance measurement is used in clinical practice to prevent falls. The conditions of the test were limited to eyes open, eyes closed, and sway-referenced vision. We developed a new visual perturbation to challenge balance using virtual reality (VR), measuring postural stability by a Wii Balance Board (WBB). METHODS: In this study, we recorded balance performance of 116 healthy subjects and of 10 bilateral vestibular loss patients using VR to assess the effect of age and the effect of total loss of vestibular function. We used several conditions: eyes open (normal visual inputs), eyes closed (no visual inputs), stable visual world (vision referenced), and perturbed visual world (visual perturbation) at different amplitudes of perturbation. Balance under these visual conditions was assessed on the WBB (stable support surface) and on the WBB plus foam rubber (unstable support surface). RESULTS: In healthy subjects, we found that the percentage of falls increased with age and with the amplitude of perturbation for both conditions: WBB or WBB + foam. Moreover, we can define a threshold for falls in each age group as the amplitude of perturbation which induced falls. For bilateral vestibular loss patients, on the WBB + foam, all of them failed with eyes closed and with perturbed visual world even at the minimal amplitude of perturbation. Finally, we observed that stable visual world induced fewer falls than eyes closed whatever the subject’s group (healthy or bilateral vestibular loss) and whatever the age decade. CONCLUSION: VR allowed us to develop a useful new tool with a wide range of visual perturbations. Rather than only two levels of visual condition (eyes open and eyes closed), the VR stimulus can be continuously adjusted to produce a visual perturbation powerful enough to induce falls even in young healthy subjects and which has allowed us to determine a threshold for falls. Frontiers Media S.A. 2017-01-20 /pmc/articles/PMC5247457/ /pubmed/28163693 http://dx.doi.org/10.3389/fneur.2017.00005 Text en Copyright © 2017 Chiarovano, Wang, Rogers, MacDougall, Curthoys and de Waele. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Chiarovano, Elodie
Wang, Wei
Rogers, Stephen J.
MacDougall, Hamish G.
Curthoys, Ian S.
de Waele, Catherine
Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title_full Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title_fullStr Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title_full_unstemmed Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title_short Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss
title_sort balance in virtual reality: effect of age and bilateral vestibular loss
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5247457/
https://www.ncbi.nlm.nih.gov/pubmed/28163693
http://dx.doi.org/10.3389/fneur.2017.00005
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