Browse > Article
http://dx.doi.org/10.21598/JKPNFA.2020.18.2.265

Changes in Young Adults' Static Balance Ability Following Immersive Virtual Reality Balance Training  

Seo, Jeong-Pyo (Department of Physical Therapy, College of Health and Welfare, Dankook University)
Yeo, Sang-Seok (Department of Physical Therapy, College of Health and Welfare, Dankook University)
Publication Information
PNF and Movement / v.18, no.2, 2020 , pp. 265-273 More about this Journal
Abstract
Purpose: The purpose of the study was to investigate the effects of HMD (head mounted display)-based virtual reality balance training on static balance in young adults, and whether appropriate balance training can help healthy adults to improve balance ability in daily living. Methods: The study subjects were 14 healthy adults. Subjects received 20 minutes of HMD-based virtual reality balance training 3 times per week for 4 weeks. Static balance was measured before, during, and after training and after one month. Static balance was measured in a total of 8 conditions, and the results were classified as visual (F1), somatosensory (F5-6), vestibular (F2-4), and central nervous system (F7-8). Results: The test results showed no significant difference in pre-training, post-training, and follow-up results under all conditions at Fourier index F1, F5-6, and F7-8 frequencies. For the F2-4 frequency, there was a significant difference before and after training under NC (neutral head position, eyes closed, firm surface) and PC (neutral head position, eyes closed, elastic surface) conditions. The NC condition returned a significant decrease of F2-4 frequency in post-training testing as compared to pre-training, and the PC condition showed a significant decrease of F2-4 frequency between the pre-training and mid-training tests, and between the pre-training and post-training tests. Conclusion: These results indicate that HMD-based balance training can improve balance ability, even in normal adults, and seems especially effective for vestibular function training.
Keywords
Virtual reality; Head mounted display; Static balance; Vestibular system;
Citations & Related Records
연도 인용수 순위
  • Reference
1 Aharoni MMH, Lubetzky AV, Wang Z, et al. A virtual reality four-square step test for quantifying dynamic balance performance in people with persistent postural perceptual dizziness. 2019 International Conference on Virtual Rehabilitation (ICVR). 2019;1(1):1-6.
2 Carlozzi N, Gade V, Rizzo SK, et a l. Using virtual reality driving simulators in persons with spinal cord injury: three screen display versus head mounted display. Disability and Rehabilitation Assistive Technology. 2013;8(2):176-180.   DOI
3 Chandler JM, Duncan PW, Studenski SA. Balance performance on the postural stress test: comparison of young adults, healthy elderly, and fallers. Physical therapy. 1990;70(7):410-415.   DOI
4 Frank SM, Sun L, Forster L, et al. Cross-modal attention effects in the vestibular cortex during attentive tracking of moving objects. The Journal of neuroscience: the official journal of the Society for Neuroscience. 2016;36(50):12720-12728.   DOI
5 Guilcher S, Everall A, Wodchis W, et al. Understanding transitions of care in older adults with hip fractures: a qualitative multiple-case study in Ontario. International Journal of Integrated Care. 2019;19(4):1-8.
6 Horak F, Shumway-Cook A, Black FO. Are vestibular deficits responsible for developmental disorders in children? Insights Otolaryngology. 1988;3(2):2-6.
7 Horak FB, Wrisley DM, Frank J. The balance evaluation systems test (BESTest) to differentiate balance deficits. Physical therapy. 2009;89(5):484-498.   DOI
8 Jang YB. Effects of core exercise program on body composition, physical fitness, balance ability and cognitive function of elderly women. Hanshin University. Dissertation of Master's Degree. 2012.
9 Jeka JJ. Light touch contact as a balance aid. Physical therapy. 1997;77(5):476-487.   DOI
10 Lee EY, Tran VT, Kim DH. A novel head mounted display based methodology for balance evaluation and rehabilitation. Sustainability. 2019;11(22):1-16.
11 Lee HJ, Song CH, Lee KJ, et al. The e ffects of complex exercise training for lower legs muscle strength, muscle endurance, balance ability and gait ability in the elderly. Journal of Sport and Leisure Studies. 2010;41(2):935-947.   DOI
12 Liu Y, Tan W, Chen C, et al. A review of the application of virtual reality technology in the diagnosis and treatment of cognitive impairment. Frontiers in aging neuroscience. 2019;11(1):1-5.   DOI
13 Lee J, Ahn SC, Hwang JI. A walking-in-place method for virtual reality using position and orientation tracking. Sensors. 2018;18(9):1-19.   DOI
14 Micarelli A, Viziano A, Micarelli B, et al. Vestibular rehabilitation in older adults with and without mild cognitive impairment: effects of virtual reality using a head-mounted display. Archives of gerontology and geriatrics. 2019;83(1):246-256.   DOI
15 Moreno A, Wall KJ, Thangavelu K, et al. A systematic review of the use of virtual reality and its effects on cognition in individuals with neurocognitive disorders. Alzheimers Dement (NY). 2019;5(1):834-850.   DOI
16 Mubin O, Alnajjar F, Jishtu N, et al. Exoskeletons with virtual reality, augmented reality, and gamification for stroke patients' rehabilitation: systematic review. JMIR rehabilitation and assistive technologies. 2019;6(2):1-11.
17 Saredakis D, Szpak A, Birckhead B, et al. Factors associated with virtual reality sickness in head-mounted displays: a systematic review and meta-analysis. Frontiers in human neuroscience. 2020;14(1):1-17.
18 Munsamy AJ, Paruk H, Gopichunder B, et al. The effect of gaming on accommodative and vergence facilities after exposure to virtual reality head-mounted display. Journal of optometry. 2020;13(3):163-170.   DOI
19 Nichols DS, Glenn TM, Hutchinson KJ. Changes in the mean center of balance during balance testing in young adults. Physical therapy. 1995;75(8):699-706.   DOI
20 Santos B, Dias P, Pimentel A, et al. Head- mounted display versus desktop for 3d navigation in virtual reality: a user study. Multimedia Tools and Applications. 2008;41(1):161-181.   DOI
21 Triegaardt J, Han TS, Sada C, et al. The role of virtual reality on outcomes in rehabilitation of Parkinson's disease: meta-analysis and systematic review in 1031 participants. Neurological sciences: official journal of the Italian Neurological Society and of the Italian Society of Clinical Neurophysiology. 2020;41(3):529-536.   DOI
22 Wade MG, Jones G. The role of vision and spatial orientation in the maintenance of posture. Physical therapy. 1997;77(6):619-628.   DOI
23 Wibble T, Engstrom J, Pansell T. Visual and vestibular integration express summative eye movement responses and reveal higher visual acceleration sensitivity than previously described. Investigative Ophthalmology & Visual Science. 2020;61(5):1-9.
24 Yoon SC. The effect of visual feedback training and trunk stabilization exercise on balance ability and spasticity for stroke patients. Namseoul University. Dissertation of Master's Degree. 2015.
25 You YY, Lee BH, Kim SH, et al. The effect of stroke patients balance and visual perception for interactive games of using visual concentration. Journal of Rehabilitation Research. 2011;15(1):1-17.