首页> 外文学位 >A step in the right direction: Evaluating the effectiveness of customized stepping game software and NintendoRTM Wii Balance Boards(TM) for balance rehabilitation therapy and measurement
【24h】

A step in the right direction: Evaluating the effectiveness of customized stepping game software and NintendoRTM Wii Balance Boards(TM) for balance rehabilitation therapy and measurement

机译:朝正确方向迈出的一步:评估定制的步进游戏软件和NintendoRTM Wii Balance Boards(TM)进行平衡康复治疗和测量的有效性

获取原文
获取原文并翻译 | 示例

摘要

Falling is a serious issue among adults over the age of 65 as the incidence and impact of falls rapidly increases with age. Traditionally, exercise interventions have proven to be effective in improving balance and strength, and in reducing the number and risk of falls. More recently, the use of gaming and virtual reality technologies have been shown to be more engaging and effective than typical exercises alone. Using the NintendoRTM Wii Balance Board(TM) and customized software, a stepping game was developed that has previously been able to identify difference in performance between healthy participants and participants with conditions that affect balance, but the game has not been tested longitudinally.;The objectives of this study were to investigate the stepping game system for its efficacy as a supplemental balance therapy by evaluating functional outcomes and participant satisfaction; to further evaluate the stepping game as a measurement tool to quantify longitudinal changes in balance by identifying trends in performance; and to examine the presence of a possible learning effect with the technology. The stepping game was integrated into two older adult exercise classes and functional outcomes were compared between control groups, who participated in the weekly exercise class, and test groups, who received supplemental therapy with the stepping game system. It was then integrated into two additional exercise programs to analyse trends in game performance over an 8 or 10-week period.;The results of the pre-post study regarding using the stepping game as a therapy were inconclusive. The game was able to identify statistically significant changes in performance measures (response time, reaction time and step time) for some participants over the span of the exercise program; however, a larger same size and a stricter protocol is necessary to evaluate the clinical significance. One participant's improvement in balance was reflected in both game performance and change in Berg Balance Scale score, highlighting the potential usefulness of the game as an assessment tool. A learning effect with the technology was also identified for some participants. Lastly, there were mixed responses regarding engagement as using the game every week became repetitive and boring.
机译:跌倒是65岁以上成年人中的一个严重问题,因为跌倒的发生率和影响会随着年龄的增长而迅速增加。传统上,锻炼干预已被证明可有效改善平衡和力量,并减少跌倒的次数和风险。最近,事实证明,与单独的典型练习相比,使用游戏和虚拟现实技术更具吸引力和效率。使用NintendoRTM Wii Balance Board(TM)和定制软件,开发了一种步进游戏,该步进游戏以前能够识别健康参与者和有影响平衡的条件的参与者之间的表现差异,但尚未对游戏进行纵向测试。这项研究的目的是通过评估功能结局和参与者满意度来研究步进游戏系统作为补充平衡疗法的功效。进一步评估跨步游戏作为一种衡量工具,通过识别绩效趋势来量化平衡的纵向变化;并研究该技术可能带来的学习效果。将踏步游戏整合到两个较早的成年人运动课程中,并比较了参加每周运动课程的对照组和测试组的功能结局,该对照组接受了步进游戏系统的补充治疗。然后将其集成到两个附加的锻炼程序中,以分析在8或10周内游戏表现的趋势。有关使用步进游戏作为治疗方法的事后研究结果尚无定论。该游戏能够确定整个锻炼程序中某些参与者的绩效指标(响应时间,反应时间和步伐时间)的统计显着变化;但是,必须使用更大的相同尺寸和更严格的协议来评估临床意义。游戏性能和Berg Balance Scale得分的变化都反映了一位参与者平衡的改善,突出了游戏作为评估工具的潜在实用性。还确定了该技术对一些参与者的学习效果。最后,由于每周使用该游戏变得反复无聊,因此对于参与度的反应不一。

著录项

  • 作者

    Lax-Vanek, Alannah Jane.;

  • 作者单位

    Queen's University (Canada).;

  • 授予单位 Queen's University (Canada).;
  • 学科 Computer science.;Physical therapy.
  • 学位 M.A.Sc.
  • 年度 2018
  • 页码 86 p.
  • 总页数 86
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:53:11

相似文献

  • 外文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号