Immersive Virtual Tasks With Motor and Cognitive Components: A Feasibility Study With Young and Older Adults.

Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks. Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between pa...

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Detalles Bibliográficos
Publicado en:Journal of Aging & Physical Activity Vol. 29; no. 3; pp. 400 - 412
Autores principales: Caruso Soares, Beatriz, Bacha, Jéssica Maria Ribeiro, Mello, Daniel Donadio, Moretto, Emerson Galves, Fonseca, Tatiana, Vieira, Karina Santos, de Lima, Amanda Franchi, Lange, Belinda, Torriani-Pasin, Camila, Deus Lopes, Roseli de, Pompeu, José Eduardo
Formato: Artículo
Publicado: Human Kinetics Publishers, Inc. Jun2021
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Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks. Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann–Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables. Results: Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p =.005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann–Whitney U test; p =.015) and would be more likely to suggest them to others (chi-square test; p =.034). Conclusion: All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete.