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...
| Publicado en: | Journal of Aging & Physical Activity Vol. 29; no. 3; pp. 400 - 412 |
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| Autores principales: | , , , , , , , , , , |
| Formato: | Artículo |
| Publicado: |
Human Kinetics Publishers, Inc.
Jun2021
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=150444392&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 150444392 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 10638652 0DL jtl: Journal of Aging & Physical Activity issn: 10638652 maglogo: N pubinfo: dt: Jun2021 vid: 29 iid: 3 pid: 553 pub: Human Kinetics Publishers, Inc. artinfo: ui: 150444392 10.1123/japa.2019-0491 ppf: 400 ppct: 12 formats: tig: 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 refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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