Distorted; Balance, Motor Deficit
Conditions
Brief summary
The aim of the present study is to evaluate an innovative virtual reality-based balance training intervention for improving clinically relevant motor performances (balance and gait) in older adults. We hypothesize that the virtual reality-based balance training intervention will improve balance and gait performances in older adults compared to a control group receiving usual care only.
Interventions
Balance training will be conducted individually two times per week for 4 weeks. Each training session will include virtual reality tasks such as ankle reaching and obstacle crossing using a virtual obstacle shown on a computer screen. Each session will last 30 - 45 minutes.
Sponsors
Study design
Eligibility
Inclusion criteria
* ability to ambulate without assistance * willingness to provide informed consent
Exclusion criteria
* severe neurologic, cardiovascular, metabolic, or psychiatric disorders * severe visual impairment * cognitive impairment
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Postural Balance | after 4 weeks | Postural Balance during quiet standing for 30 seconds will be assessed using validated wearable sensor technologies (BalanSens™) |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Gait performance | 4 weeks | Gait performance will be measured using validated wearable sensor technology (LEGSys™) |
| Cognitive status | 4 weeks | Changes in cognitive status will be measured by the Trail Making Test and the Category Fluency Test |
| Quality of life | 4 weeks | — |
| Functional performance | 4 weeks | Functional performance will be assessed using the Timed Up and Go Test and the Alternate Step Test |
Countries
United States