Abstract

BackgroundNumerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant’s postural control in an interactive-visual virtual environment.MethodsTwenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment. A foot force plate was used to detect the displacement of the center of pressure. A three-way mixed factor design was applied, where the perspective was the between-participant factor, and the leg-lifting times (0.7 and 2.7 seconds) and leg-lifting angles (30°and 90°) were the within-participant factors. The reaction time, accuracy of the movement, and ability to shift weight were the dependent variables.ResultsRegarding the reaction time and accuracy of the movement, there were no significant main effects of the perspective, leg-lifting time, or angle. For the ability to shift weight, however, both the perspective and time exerted significant main effects, F(1,22) = 6.429 and F(1,22) = 13.978, respectively.ConclusionsParticipants could shift their weight more effectively in the third-person perspective of the virtual environment. The results can serve as a reference for future designs of interactive-visual virtual environment as applied to rehabilitation.

Highlights

  • Standing on a single leg by lifting the opposite leg is often used in clinical tests of balance, including the one-leg-standing (OLS) test [1], the Berg Balance Scale [2], and choice stepping reaction time [3]

  • The results can serve as a reference for future designs of interactivevisual virtual environment as applied to rehabilitation

  • Combining virtual reality (VR) and motion capture technology can solve this problem by providing additional sensory feedback and different custom-made environments

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Summary

Introduction

Standing on a single leg by lifting the opposite leg is often used in clinical tests of balance, including the one-leg-standing (OLS) test [1], the Berg Balance Scale [2], and choice stepping reaction time [3]. Stepping exercises are common in traditional rehabilitation training because this type of functional practice is considered beneficial for ambulation. Numerous studies have confirmed the feasibility and effectiveness of active video games, such as the functional recovery of upper and lower extremities for post-stroke patients [4, 5]. Many therapists understood the advantages of active video games, they reported difficulty finding time to learn how to use them [6, 7]. Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant’s postural control in an interactive-visual virtual environment

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