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Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance

Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues; however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking b...

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Detalles Bibliográficos
Autores principales: Clark, Ross Allan, Szpak, Ancret, Michalski, Stefan Carlo, Loetscher, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8539689/
https://www.ncbi.nlm.nih.gov/pubmed/34696030
http://dx.doi.org/10.3390/s21206817
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author Clark, Ross Allan
Szpak, Ancret
Michalski, Stefan Carlo
Loetscher, Tobias
author_facet Clark, Ross Allan
Szpak, Ancret
Michalski, Stefan Carlo
Loetscher, Tobias
author_sort Clark, Ross Allan
collection PubMed
description Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues; however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length; secondary measures included independent axis path velocity, amplitude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly (p < 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected.
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spelling pubmed-85396892021-10-24 Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance Clark, Ross Allan Szpak, Ancret Michalski, Stefan Carlo Loetscher, Tobias Sensors (Basel) Communication Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues; however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length; secondary measures included independent axis path velocity, amplitude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly (p < 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected. MDPI 2021-10-14 /pmc/articles/PMC8539689/ /pubmed/34696030 http://dx.doi.org/10.3390/s21206817 Text en © 2021 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Communication
Clark, Ross Allan
Szpak, Ancret
Michalski, Stefan Carlo
Loetscher, Tobias
Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title_full Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title_fullStr Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title_full_unstemmed Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title_short Rest Intervals during Virtual Reality Gaming Augments Standing Postural Sway Disturbance
title_sort rest intervals during virtual reality gaming augments standing postural sway disturbance
topic Communication
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8539689/
https://www.ncbi.nlm.nih.gov/pubmed/34696030
http://dx.doi.org/10.3390/s21206817
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