Jéssica Maria Ribeiro Bacha, Guido Augusto Faria Pereira, Izaura Beatriz Araújo Novais Silva, Da Hee Chun Kim, Aline Bertomcini Massaro, Karina Santos Vieira, Camilia Torriani-Pasin, Judith E Deutsch, Roseli de Deus Lopes, José Eduardo Pompeu
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Safety outcomes were associated with adverse events occurred during the experience with the immersive virtual reality system (IVRS), assessed through the Simulator Sickness Questionnaire and by registering the falls, pain, or any discomfort reported by the participants. Satisfaction was assessed with a structured questionnaire, answered after 10 minutes of experiencing the IVRS. The dates were assessed with one-way analysis of variance or the Kruskal-Wallis test and Bonferroni post hoc test. The results showed that the IVRS was safe and the participants related good satisfaction with the system. Most of participants related no symptoms (93.6 percent) or light cybersickness symptoms (6.0 percent). There were no occurrences of falls or pain associated with the IVRS. The IVRS was feasible for adults and nonfaller and faller older adults.</p>","PeriodicalId":10872,"journal":{"name":"Cyberpsychology, behavior and social networking","volume":"26 3","pages":"169-176"},"PeriodicalIF":4.2000,"publicationDate":"2023-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Immersive Virtual Tasks with Motor and Cognitive Components: A Feasibility Study of Adults and Older Adult Fallers and Nonfallers.\",\"authors\":\"Jéssica Maria Ribeiro Bacha, Guido Augusto Faria Pereira, Izaura Beatriz Araújo Novais Silva, Da Hee Chun Kim, Aline Bertomcini Massaro, Karina Santos Vieira, Camilia Torriani-Pasin, Judith E Deutsch, Roseli de Deus Lopes, José Eduardo Pompeu\",\"doi\":\"10.1089/cyber.2022.0025\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>The objective of the present study was to compare the feasibility, safety, and satisfaction of an immersive virtual reality system developed specifically for cognitive-sensory-motor training among older adult fallers and nonfallers and adult individuals. 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Immersive Virtual Tasks with Motor and Cognitive Components: A Feasibility Study of Adults and Older Adult Fallers and Nonfallers.
The objective of the present study was to compare the feasibility, safety, and satisfaction of an immersive virtual reality system developed specifically for cognitive-sensory-motor training among older adult fallers and nonfallers and adult individuals. This was a cross-sectional observational study, and 20 adults, 20 nonfaller older adults, and 20 faller older adults were assessed. The primary outcome was feasibility assessed with safety and satisfaction measures. Safety outcomes were associated with adverse events occurred during the experience with the immersive virtual reality system (IVRS), assessed through the Simulator Sickness Questionnaire and by registering the falls, pain, or any discomfort reported by the participants. Satisfaction was assessed with a structured questionnaire, answered after 10 minutes of experiencing the IVRS. The dates were assessed with one-way analysis of variance or the Kruskal-Wallis test and Bonferroni post hoc test. The results showed that the IVRS was safe and the participants related good satisfaction with the system. Most of participants related no symptoms (93.6 percent) or light cybersickness symptoms (6.0 percent). There were no occurrences of falls or pain associated with the IVRS. The IVRS was feasible for adults and nonfaller and faller older adults.
期刊介绍:
Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms.
For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends.
The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.