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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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
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2021
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      pub: Human Kinetics Publishers, Inc.
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        10.1123/japa.2019-0491
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        atl: Immersive Virtual Tasks With Motor and Cognitive Components: A Feasibility Study With Young and Older Adults.
      aug:
        au:
          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
      su:
        Computer simulation
        Analysis of variance
        Virtual reality
        Task performance
        Cognition
        Motor ability
        Pilot projects
        Nonparametric statistics
        Research methodology
        Mann Whitney U Test
        Chi-squared test
        Descriptive statistics
      sug:
        subj:
          Computer simulation
          Analysis of variance
          Virtual reality
          Task performance
          Cognition
          Motor ability
          Pilot projects
          Nonparametric statistics
          Research methodology
          Mann Whitney U Test
          Chi-squared test
          Descriptive statistics
      keyword:
        aged
        postural balance
        video game
        virtual reality
        aged
        postural balance
        video game
        virtual reality
      ab: 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.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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