Rehabilitating balance can require endless repetitive exercises, but new University of Queensland research could unlock the potential of virtual reality (VR) games to make physical rehab more enjoyable and effective.
Âé¶¹´«Ã½Ó³» School of PhD scholar is studying how VR games via a headset could influence the standing balance of young and older participants.
Mr Abayasiri monitored how a VR table tennis game could be used to impact the standing balance of participants in fun and engaging ways.
“VR games may offer several advantages compared to traditional exercises for balance rehabilitation,” Mr Abayasiri said.
“They’re more engaging and have the potential to complement the repetitive exercises traditionally prescribed by physiotherapists, so people are less likely to drop out and stop doing them.
“They also reduce the workload for therapists because all you need is the headset and the game, saving both time and money.”
Mr Abayasiri had participants play a VR table tennis game while standing on a stationary treadmill with force plates to assess their balance performance.
He deliberately challenged participants by “offsetting” the virtual table tennis racket from the participant’s actual hand, resulting in gradual changes in the alignment between hand and table tennis racket, and therefore balance.
Mr Abayasiri said his study included younger people more familiar with VR games, as well as older adults aged from 65 to 84.
He said both cohorts found the game-based exercises effective, enjoyable, and reported low rates of motion sickness. He further highlighted the importance of tailoring VR games for each participant.
Mr Abayasiri said the next stage of the research will investigate VR-based rehabilitation interventions for treadmill walking.
“The VR game is acting like a distraction to the actual exercise, with potential to challenge and rehabilitate the balance of a range of populations including people who have experienced a stroke or have other conditions affecting their balance,” he said.
Mr Abayasiri said his project builds upon the work of his supervisors: , Senior Lecturer from Âé¶¹´«Ã½Ó³» School of Electrical Engineering and Computer Science, from Âé¶¹´«Ã½Ó³» School of Biomedical Sciences and , Honorary Research Fellow at Âé¶¹´«Ã½Ó³» and .
Dr Baghaei, who leads an interdisciplinary research group focused on immersive technologies and games for health, behaviour change, and learning, said it was clear VR could play a meaningful role in rehabilitation outcomes.
“This project shows the potential of VR to reduce the burden on physiotherapists and make balance exercises more engaging, enjoyable and effective for participants,” Dr Baghaei said.
Dr Dick, who leads a highly transdisciplinary research group at the nexus of biomechanics and assistive technologies, said the study provided some of the first evidence that VR could be used to help people adjust the way they move in a safe and meaningful way.
“This research has translational potential for a range of clinical populations who are otherwise limited by current rehabilitation approaches or the need to travel outside their homes,” Dr Dick said.
The initial stage of the has been published in JMIR Serious Games.
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