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http://dx.doi.org/10.15268/ksim.2020.8.3.033

Performance Evaluation of Balance Ability Equipment Using VR  

Yoon, Sangcheol (Industrial-University Cooperation Foundation, Daejeon University)
An, Howon (Industrial-University Cooperation Foundation, Daejeon University)
Ahn, Taekwon (Dept. of Sasang Constitutional Medicine, College of Korean Medicine, Daejeon University)
Choi, Haesung (Dept. of Public Health & Welfare, The Graduate School Konyang University)
Lee, Byoungkwon (Dept. of Physical Therapy, Konyang University)
Seo, Dongkwon (Dept. of Physical Therapy, Konyang University)
Lee, Kyuhwan (Dept. of Disaster Safety and Fire, Konyang University)
Jung, Sangwoo (Dept. of Sports Rehabilitation, Kimcheon University)
Yi, Jaehoon (College of Faidea, Sungkyul University)
Publication Information
Journal of The Korean Society of Integrative Medicine / v.8, no.3, 2020 , pp. 33-41 More about this Journal
Abstract
Purpose : Conventional Balance Measurement can only measure the center of gravity and the shaking movement of the body. As a result, it has the disadvantages of not responding to visual changes and blocking functions of variables. This study was carried out to evaluate the performance of new equipment that measures the balance of the body using changes in body segment and pressure using the acceleration sensor to compensate for the disadvantages of the existing equipment. Methods : To this end, balance ability was measured in 43 healthy male/female adults without orthopedic injuries and nervous system damage in the last 6 months. in a situation where the visual information was restricted by Virtual Reality (VR) gear, all subjects measured and evaluated the balance ability utilizing the new equipment. Balance measurement (Prime Medilab, Korea) and Wii fit (Nintendo, Japan) were used to measure the balance ability of the subjects, and the balance ability test was performed in 4 postures using each device for data acquisition. The test duration for each posture was 30 seconds. For data acquisition, the average value of three experiments measured using each equipment was analyzed, and the statistical test was performed using the independent sample and the corresponding sample t-test, and the significance level was set to α=.05. Results : As a result of measuring the balance ability using individual equipment, blocking visual information using VR gear, the average speed, maximum speed, and moving area of the COP increased equally. It was found that the obtained absolute size of the result in Wii was somewhat larger than that of BM. Conclusion : It is considered that in the future research, it is necessary to measure changes in the body's center of gravity through image analysis, etc., to make clear comparison and evaluation of the usability.
Keywords
COP; stability; visual change; VR gear; balance;
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