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Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world

Falls in the elderly are a major societal issue. Virtual reality appears as a relevant tool to propose gait training programs to prevent the occurrence of falls. The use of a head-mounted display allows overground walking during fully immersive virtual training sessions. Our long-term ambition is to...

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Autores principales: Delbes, Lisa, Mascret, Nicolas, Goulon, Cédric, Montagne, Gilles
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9479106/
https://www.ncbi.nlm.nih.gov/pubmed/36118569
http://dx.doi.org/10.3389/fbioe.2022.917486
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author Delbes, Lisa
Mascret, Nicolas
Goulon, Cédric
Montagne, Gilles
author_facet Delbes, Lisa
Mascret, Nicolas
Goulon, Cédric
Montagne, Gilles
author_sort Delbes, Lisa
collection PubMed
description Falls in the elderly are a major societal issue. Virtual reality appears as a relevant tool to propose gait training programs to prevent the occurrence of falls. The use of a head-mounted display allows overground walking during fully immersive virtual training sessions. Our long-term ambition is to develop gait training programs with a head-mounted display to propose enjoyable and personalized training content for the elderly. Before proposing these programs, several methodological precautions must be taken. The first concerns the supposed similarity of the adaptive behavior produced in the real world and in virtual reality. The second concerns the acceptance of the virtual reality device before and after use. Twenty older adults performed a locomotor pointing task in three conditions including a real-world condition, a virtual-world condition consisting in a replica of the real-world condition, and a virtual condition in which the locomotor pointing task was performed in a different context. From feet positions in relation to the position of a target, gait adaptability behavior was investigated. In line with previous studies, step adjustments (needed and produced) were investigated through a combination of inter-trial and trial-by-trial analyses. The results highlighted that participants adopted the same gait adaptability behavior whatever the type of environment (real vs. virtual). Gait analyses suggested the use of a generic control mechanism based on information-movement coupling. We also demonstrated that older adults accepted the virtual reality device before and after use. With these methodological locks removed, it is now possible to design training programs in virtual reality to prevent falls in the elderly.
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spelling pubmed-94791062022-09-17 Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world Delbes, Lisa Mascret, Nicolas Goulon, Cédric Montagne, Gilles Front Bioeng Biotechnol Bioengineering and Biotechnology Falls in the elderly are a major societal issue. Virtual reality appears as a relevant tool to propose gait training programs to prevent the occurrence of falls. The use of a head-mounted display allows overground walking during fully immersive virtual training sessions. Our long-term ambition is to develop gait training programs with a head-mounted display to propose enjoyable and personalized training content for the elderly. Before proposing these programs, several methodological precautions must be taken. The first concerns the supposed similarity of the adaptive behavior produced in the real world and in virtual reality. The second concerns the acceptance of the virtual reality device before and after use. Twenty older adults performed a locomotor pointing task in three conditions including a real-world condition, a virtual-world condition consisting in a replica of the real-world condition, and a virtual condition in which the locomotor pointing task was performed in a different context. From feet positions in relation to the position of a target, gait adaptability behavior was investigated. In line with previous studies, step adjustments (needed and produced) were investigated through a combination of inter-trial and trial-by-trial analyses. The results highlighted that participants adopted the same gait adaptability behavior whatever the type of environment (real vs. virtual). Gait analyses suggested the use of a generic control mechanism based on information-movement coupling. We also demonstrated that older adults accepted the virtual reality device before and after use. With these methodological locks removed, it is now possible to design training programs in virtual reality to prevent falls in the elderly. Frontiers Media S.A. 2022-09-02 /pmc/articles/PMC9479106/ /pubmed/36118569 http://dx.doi.org/10.3389/fbioe.2022.917486 Text en Copyright © 2022 Delbes, Mascret, Goulon and Montagne. https://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) and the copyright owner(s) 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 Bioengineering and Biotechnology
Delbes, Lisa
Mascret, Nicolas
Goulon, Cédric
Montagne, Gilles
Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title_full Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title_fullStr Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title_full_unstemmed Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title_short Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
title_sort validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world
topic Bioengineering and Biotechnology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9479106/
https://www.ncbi.nlm.nih.gov/pubmed/36118569
http://dx.doi.org/10.3389/fbioe.2022.917486
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