2015
DOI: 10.2196/rehab.4776
|View full text |Cite
|
Sign up to set email alerts
|

Are Virtual Rehabilitation Technologies Feasible Models to Scale an Evidence-Based Fall Prevention Program? A Pilot Study Using the Kinect Camera

Abstract: BackgroundFalls in older adults are a significant public health issue. Interventions have been developed and proven effective to reduce falls in older adults, but these programs typically last several months and can be resource intensive. Virtual rehabilitation technologies may offer a solution to bring these programs to scale. Off-the-shelf and custom exergames have demonstrated to be a feasible adjunct to rehabilitation with older adults. However, it is not known if older adults will be able or willing to us… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
8
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 9 publications
(9 citation statements)
references
References 29 publications
(41 reference statements)
0
8
0
Order By: Relevance
“…All of the studies-except one that was principally devoted to the clinical efficacy of the training )were mainly designed for the usability, UX and feasibility of VR systems in aging Castilla et al, 2013;Corno et al, 2014;Epelde et al, 2014;Wüest et al, 2014;Im et al, 2015;Kiselev et al, 2015;Morán et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Cook and Winkler, 2016;Brox et al, 2017;Desteghe et al, 2017;Trombetta et al, 2017; FIGURE 4 | Degree of virtual immersion; VR, virtual reality. Sessions lasted from nine to 90 min (mean time = 30 min ca.…”
Section: Resultsmentioning
confidence: 99%
See 4 more Smart Citations
“…All of the studies-except one that was principally devoted to the clinical efficacy of the training )were mainly designed for the usability, UX and feasibility of VR systems in aging Castilla et al, 2013;Corno et al, 2014;Epelde et al, 2014;Wüest et al, 2014;Im et al, 2015;Kiselev et al, 2015;Morán et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Cook and Winkler, 2016;Brox et al, 2017;Desteghe et al, 2017;Trombetta et al, 2017; FIGURE 4 | Degree of virtual immersion; VR, virtual reality. Sessions lasted from nine to 90 min (mean time = 30 min ca.…”
Section: Resultsmentioning
confidence: 99%
“…), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations