Abstract

BackgroundAdults with sedentary lifestyles seem to face a higher risk of falling in their later years. Several causes, such as impairment of strength, coordination, and cognitive function, influence worsening health conditions, including balancing ability. Many modalities can be applied to improve the balance function and prevent falling. Several studies have also recorded the effects of balance training in elderly adults for fall prevention. Accordingly, the aim of this study is to define the effect of virtual reality-based balance training on motor learning and postural control abilities in healthy adults.MethodsFor this study, ten subjects were randomly allocated into either the conventional exercise (CON) or the virtual reality (VR) group. The CON group underwent physical balance training, while the VR group used the virtual reality system 4 weeks. In the VR group, the scores from three game modes were utilized to describe the effect of motor learning and define the learning curves that were derived with the power law function. Wilcoxon Signed Ranks Test was performed to analyze the postural control in five standing tasks, and data were collected with the help of a force plate.ResultsThe average score was used to describe the effect of motor learning by deriving the mathematical models for determining the learning curve. Additionally, the models were classified into two exponential functions that relied on the aim and requirement skills. A negative exponential function was observed in the game mode, which requires the cognitive-motor function. In contrast, a positive exponential function was found in the game with use of only the motor skill. Moreover, this curve and its model were also used to describe the effect of learning in the long term and the ratio of difficulty in each game. In the balance performance, there was a significant decrease in the center of pressure parameters in the VR group, while in the CON group, there was a significant increase in the parameters during some foot placements, especially in the medio-lateral direction.ConclusionThe proposed VR-based training relies on the effect of motor learning in long-term training though different kinds of task training. In postural analysis, both exercise programs are emphasized to improve the balance ability in healthy adults. However, the virtual reality system can promote better outcomes to improve postural control post exercising.Trial registration Retrospectively registered on 25 April 2018. Trial number TCTR20180430005

Highlights

  • Adults with sedentary lifestyles seem to face a higher risk of falling in their later years

  • The proposed study focuses on the effect of the virtual reality-based training on two conditions: the effects of motor learning and postural control

  • The mathematical models that are represented with learning curves are utilized to describe the effectiveness of the proposed exercise program with the virtual reality system

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Summary

Introduction

Adults with sedentary lifestyles seem to face a higher risk of falling in their later years. The physical activity level of children and middle-aged adults has decreased due to the development of technology, which has resulted in restriction of movement This has led to the worsening of health conditions due to the deterioration of the neurotransmitter system [8] and muscle mass and strength [6, 9], giving rise to chronic diseases [10] as well as cognitive decline [11], which may induce a higher risk of falls in the future. People who suffer from these tend to get injured which results in worsening of self-efficacy and functional dysfunction, even though they are disturbed by a small disturbance [12, 13] Increasing physical activity, such as exercise, has a positive effect on several aspects, including postural stability and falling prevention [9]

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