具有运动和认知成分的沉浸式虚拟任务:成人和老年人跌倒者和非跌倒者的可行性研究。

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL Cyberpsychology, behavior and social networking Pub Date : 2023-03-01 DOI:10.1089/cyber.2022.0025
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
{"title":"具有运动和认知成分的沉浸式虚拟任务:成人和老年人跌倒者和非跌倒者的可行性研究。","authors":"Jéssica Maria Ribeiro Bacha,&nbsp;Guido Augusto Faria Pereira,&nbsp;Izaura Beatriz Araújo Novais Silva,&nbsp;Da Hee Chun Kim,&nbsp;Aline Bertomcini Massaro,&nbsp;Karina Santos Vieira,&nbsp;Camilia Torriani-Pasin,&nbsp;Judith E Deutsch,&nbsp;Roseli de Deus Lopes,&nbsp;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. 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.</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,&nbsp;Guido Augusto Faria Pereira,&nbsp;Izaura Beatriz Araújo Novais Silva,&nbsp;Da Hee Chun Kim,&nbsp;Aline Bertomcini Massaro,&nbsp;Karina Santos Vieira,&nbsp;Camilia Torriani-Pasin,&nbsp;Judith E Deutsch,&nbsp;Roseli de Deus Lopes,&nbsp;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. 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.</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\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Cyberpsychology, behavior and social networking\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.1089/cyber.2022.0025\",\"RegionNum\":2,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"PSYCHOLOGY, SOCIAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberpsychology, behavior and social networking","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.1089/cyber.2022.0025","RegionNum":2,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, SOCIAL","Score":null,"Total":0}
引用次数: 0

摘要

本研究的目的是比较一种沉浸式虚拟现实系统的可行性、安全性和满意度,该系统专门用于老年人跌倒者、非跌倒者和成年人的认知-感觉-运动训练。这是一项横断面观察性研究,对20名成年人、20名未跌倒的老年人和20名跌倒的老年人进行了评估。主要结局以安全性和满意度评估可行性。安全结果与沉浸式虚拟现实系统(IVRS)体验过程中发生的不良事件相关,通过模拟器疾病问卷和记录参与者报告的跌倒、疼痛或任何不适来评估。满意度通过一份结构化的问卷进行评估,在体验IVRS 10分钟后回答。采用单向方差分析或Kruskal-Wallis检验和Bonferroni事后检验对数据进行评估。结果表明,IVRS是安全的,参与者对该系统有良好的满意度。大多数参与者没有症状(93.6%)或有轻微晕机症状(6.0%)。没有发生与IVRS相关的跌倒或疼痛。IVRS适用于成人、非老年人和老年人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
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.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
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.
期刊最新文献
Not All Interventions are Made Equal: Harnessing Design and Messaging to Nudge Bystander Intervention. Associations Between Searching and Sending Cyberhate: The Moderating Role of the Need of Online Popularity and Toxic Online Disinhibition. Homelessness in Virtual Reality: Experiencing Social Exclusion Improves Attitudes and Behaviors Toward Unhoused People. Who Am I Inside the Screen? Construction of Virtual Identity in Multiplayer Online Videogames and Its Psychological Functions. Humanity's Evolving Conversations: AI as Confidant, Coach, and Companion.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1