ActiveMSers Forums  

Go Back   ActiveMSers Forums > ActiveMSers.org Forums > Gear

Reply
 
Thread Tools Display Modes
  #1  
Old 10-05-2018, 01:12 PM
ActiveMSers's Avatar
ActiveMSers ActiveMSers is offline
Dave @ ActiveMSers
 
Join Date: Jun 2008
Location: Albuquerque, NM
Posts: 3,400
Default 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.
__________________
Dave Bexfield
ActiveMSers
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 01:52 PM.


Powered by vBulletin® Version 3.7.0
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
ActiveMSers