Immersive Virtual Tasks With Motor and Cognitive Components: A Feasibility Study With Young and Older Adults

Beatriz Caruso Soares, Jessica Maria Ribeiro Bacha, Daniel Donadio Mello, Emerson Galves Moretto , Tatiana Fonesca, Karina Santos Viera, Amanda Franchi de Lima, Belinda Lange, Camila Torriani-Pasin, Roseli de Deus Lopes, José Eduardo Pompeu

Research output: Contribution to journalArticlepeer-review

6 Citations (Scopus)

Abstract

Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks.

Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann-Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables.

Results: Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p = .005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann-Whitney U test; p = .015) and would be more likely to suggest them to others (chi-square test; p = .034).

Conclusion: All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete.
Original languageEnglish
Pages (from-to)400-411
Number of pages12
JournalJournal of Aging and Physical Activity
Volume29
Issue number3
Early online date2021
DOIs
Publication statusPublished - Jun 2021

Keywords

  • Aged
  • Postural balance
  • Video game
  • Virtual reality

Fingerprint

Dive into the research topics of 'Immersive Virtual Tasks With Motor and Cognitive Components: A Feasibility Study With Young and Older Adults'. Together they form a unique fingerprint.

Cite this