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Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people

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 relevanc...

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Autores principales: Muhla, Frédéric, Clanché, Fabien, Duclos, Karine, Meyer, Philippe, Maïaux, Séverine, Colnat-Coulbois, Sophie, Gauchard, Gérome C.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7069621/
https://www.ncbi.nlm.nih.gov/pubmed/32168361
http://dx.doi.org/10.1371/journal.pone.0229594
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author Muhla, Frédéric
Clanché, Fabien
Duclos, Karine
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome C.
author_facet Muhla, Frédéric
Clanché, Fabien
Duclos, Karine
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome C.
author_sort Muhla, Frédéric
collection PubMed
description 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 study aims to evaluate the effect of immersive virtual reality by wearing a virtual reality headset with a non-disturbing virtual environment compared to real world on the Timed Up and Go test completion. Thirty-one elders (73.7 ± 9 years old) volunteered to participate in the study and the mean times and number of steps to complete a Timed Up and Go were compared in two conditions: actual-world clinical and virtual reality conditions. The results showed that the mean completion times and most of the mean number of steps of the Timed Up and Go in virtual reality condition were significantly different to those in clinical condition. These results suggest that there is a virtual reality effect and this effect is significantly correlated to the time taken to complete the Timed Up and Go. This information will be of interest to quantify the potential part of virtual reality effect on the motor control, measured in a virtual task using virtual controlled disturbances.
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spelling pubmed-70696212020-03-23 Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people Muhla, Frédéric Clanché, Fabien Duclos, Karine Meyer, Philippe Maïaux, Séverine Colnat-Coulbois, Sophie Gauchard, Gérome C. PLoS One Research Article 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 study aims to evaluate the effect of immersive virtual reality by wearing a virtual reality headset with a non-disturbing virtual environment compared to real world on the Timed Up and Go test completion. Thirty-one elders (73.7 ± 9 years old) volunteered to participate in the study and the mean times and number of steps to complete a Timed Up and Go were compared in two conditions: actual-world clinical and virtual reality conditions. The results showed that the mean completion times and most of the mean number of steps of the Timed Up and Go in virtual reality condition were significantly different to those in clinical condition. These results suggest that there is a virtual reality effect and this effect is significantly correlated to the time taken to complete the Timed Up and Go. This information will be of interest to quantify the potential part of virtual reality effect on the motor control, measured in a virtual task using virtual controlled disturbances. Public Library of Science 2020-03-13 /pmc/articles/PMC7069621/ /pubmed/32168361 http://dx.doi.org/10.1371/journal.pone.0229594 Text en © 2020 Muhla et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Muhla, Frédéric
Clanché, Fabien
Duclos, Karine
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome C.
Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title_full Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title_fullStr Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title_full_unstemmed Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title_short Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people
title_sort impact of using immersive virtual reality over time and steps in the timed up and go test in elderly people
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7069621/
https://www.ncbi.nlm.nih.gov/pubmed/32168361
http://dx.doi.org/10.1371/journal.pone.0229594
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