Abstract

<div>Virtual environments have been investigated for</div><div>fitness and medical rehabilitation. In this study, the Sony</div><div>EyeToy (R)and PlayStation 2 (R) were used with the Anti-Grav(TM) game to evaluate their potential for improving</div><div>postural balance. The game required lateral head, body, and</div><div>arm movements. The performance on balance tests of</div><div>subjects who trained for 3 weeks with this game was</div><div>compared to the performance of controls who were not</div><div>trained. Training subjects showed improvement for two of</div><div>the three tests (each testing a different facet of balance),</div><div>suggesting specificity of training, while control subjects did</div><div>not show significant improvement on any test. Simulator</div><div>sickness questionnaire results showed a variety of mild</div><div>symptoms, which decreased over the training sessions.</div><div>Motor learning analysis of the game scores showed that</div><div>mastery had been achieved on the easier level in the game,</div><div>but not on the second level of difficulty. This reflects the</div><div>potential for continued learning and training through</div><div>advanced levels within a game. A model parameter using</div><div>the time constants of game score improvement was developed, which could be used to quantify the difficulty for any video game design. The results suggest that this video game could be used for some aspects of balance training.</div>

Highlights

  • Fall-related injuries have become a significant contributor to health-care costs (Maki et al 2003)

  • Game scores improved consistently over the training sessions, which could be attributed to increasing familiarity with the virtual environment, anticipation of required movements, learned cognitive decisions, and strategies as well as improved sensorimotor coordination and balance

  • The improvement in game scores was consistent with our common understanding of improved performance with practice and with studies of motor learning (Newell et al 2001)

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Summary

Introduction

Fall-related injuries have become a significant contributor to health-care costs (Maki et al 2003). Balance training is available as part of various exercise classes and in fitness and sports training. These options are not appealing to all populations (Findorff et al 2009). With the recent introduction of active gaming and home training using video game– based platforms, the options for balance training have extended into Virtual Reality (VR). There are many off-the-shelf VR platforms that fit this definition, including video gaming systems like the Sony PlayStationÒ and NintendoÒ wiiTM. On these platforms, some games and applications require different types and amounts of user movement as input to the game.

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