Walkers are tools that are used to improve self-reliance when walking. In this study, the unstable motions of gait in subjects who use walkers were analyzed using tri-axial accelerometers and a motion capture system. Several markers were placed on the subjects’ backs and legs, and two high-speed video cameras were employed to record the motion of these markers. The subjects were asked to walk around a test course at a comfortable speed. The activities performed on the test course consisted of standing, normal walking, fast walking, walking over a barrier, and falling down. The authors’ results determined the characteristic rules of gait motion with walker use. They found that acceleration sensors are convenient for extracting characteristics from the gait motions. They believe that the methods employed with the acceleration sensors are suitable for the discovery of the average gait motions of elderly patients living in nursing homes and can be used to evaluate walking motion before and after rehabilitation.
In the last few years, esports have become popular among older individuals. Although participation in esports can become a novel activity for older adults, evidence on their effects is limited to young individuals. This study investigated the effects of esports participation on the emotional and physiological states of older adults. Twenty-five older men and women participating in health promotion activities in community centers (75 ± 8 years old) played a two-player racing game (Gran Turismo Sport, Sony) for 8–10 min. Their heart rates (HRs) were measured while the subjects played the games. The blood pressure (BP) and Profile of Mood States (POMS) were measured before and after gaming. The average HR during games (98 ± 17 bpm) was significantly higher than at pre-gaming (76 ± 11 bpm, p < 0.001). The BP before and after the games did not significantly change. Interestingly, the vigor scores (positive mood affect) in POMS increased after the games (p < 0.05) in females, but not in males. In summary, among older individuals, playing esports games showed a moderate increase in HR, no spike/drop of BP, and positive mood elevation. Our preliminary data suggest the feasibility of participating in esports in a community for older adults and that it could affect mood positively, especially among older women.
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