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-   -   Effects of XBOX Kinect-based virtual reality exercises on balance and risk of falling (http://forums.activemsers.org/showthread.php?t=2860)

ActiveMSers 10-05-2018 01:12 PM

Effects of XBOX Kinect-based virtual reality exercises on balance and risk of falling
 
Releasing at ECTRIMS 2018

Effects of Kinect-based virtual reality exercises on balance and risk of falling in people with multiple sclerosis: a pilot double blinded randomized control trial

F. Molhemi, R. Salehi, M.-J. Shaterzadeh-Yazdi, et al

Background: Balance impairment is one of the most disabling symptoms in people with multiple sclerosis (PwMS). It is known as an important risk factor for fall that prevents people from performing daily living activities and reduces their quality of life. Virtual reality (VR) is a new fascinating technology that brings the people into an exciting environment and takes their attention on virtual goals, leading to better performance in the real world. Therefore, performing virtual reality based exercises can help in long term preservation of the therapeutic effects of rehabilitation programs on improving and reducing risk of fall in PwMs. Therefore, the aim of this pilot RCT was to evaluate the efficacy of a 6-week VR balance training program using the Kinect system (Microsoft, Xbox, USA) on balance and risk of falling in PwMS.

Method: twenty-two PwMS were equally randomized into the VR or the control group. Each group received balance training 3 times per week for 6 consecutive weeks. People in VR group performed progressive balance exercises using Kinect system while control group received traditional balance exercises. Clinical balance tests include Berg Balance Scale (BBS), Activities-specific Balance Confidence scale (ABC), Fall Efficacy Scale (FES), and Timed Up and Go (TUG) and 10 Meter Walk (10MW) with and without cognitive task were collected before and after the intervention.

Results: There was a significant effect of time for BBS, ABC, FES, TUG, Cognitive TUG, and Cognitive 10MW in both groups (p< 0.001). Although the VR group has much better performance in FES, Cognitive TUG, and Cognitive 10MW but, it was not statistically significant (p=0.09, p=0.08, p=0.08).

Conclusion: Performing progressive exercises using Kinect has many advantages such as exciting tasks and environment. Using this low cost system without the need for therapist is a feasible and effective way to improve balance function in PwMS.


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