scholarly journals Effects of Exergaming on Sensory Reweighting and Mediolateral Stability of Women Aged Over 60 Years: Usability Study. (Preprint)

10.2196/27884 ◽  
2021 ◽  
Author(s):  
Mariann Sápi ◽  
Anna Fehér-Kiss ◽  
Krisztina Csernák ◽  
Andrea Domján ◽  
Sándor Pintér
2021 ◽  
Author(s):  
Mariann Sápi ◽  
Anna Fehér-Kiss ◽  
Krisztina Csernák ◽  
Andrea Domján ◽  
Sándor Pintér

BACKGROUND Older adults tend to experience difficulties in switching quickly between various reliable sensory inputs, which ultimately may contribute to an increased risk of falls and injuries. Sideward falls are the most frequent cause of hip fractures among older adults. Recently, exergame programs have been confirmed as beneficial tools for enhancing postural control, which can reduce the risk of falls. However, studies to explore more precisely which mechanism of exergaming directly influences older women’s ability to balance are still needed. OBJECTIVE Our aim was to evaluate, in a single-group pretest/posttest/follow-up usability study, whether Kinect exergame balance training might have a beneficial impact on the sensory reweighting in women aged over 60. METHODS A total of 14 healthy women (mean age 69.57 [SD 4.66] years, mean body mass index 26.21 [SD 2.6] kg/m<sup>2</sup>) participated in the study. The volunteers trained with the commercially available games of Kinect for Xbox 360 console 3 times (30 minutes/session) a week over a 6-week period (total of 18 visits). Participants’ postural sway in both the anteroposterior (AP) and mediolateral (ML) directions was recorded with NeuroCom Balance Master 6.0. To assess and measure postural sensory reweighting, the Modified Clinical Test of Sensory Interaction in Balance was used, where volunteers were exposed to various changes in visual (eyes open or eyes closed) and surface conditions (firm or foam surface). RESULTS In the ML direction, the Kinect exergame training caused a significant decrease in the sway path on the firm surface with the eyes open (<i>P</i>&lt;.001) and eyes closed (<i>P</i>=.001), and on the foam surface with the eyes open (<i>P</i>=.001) and eyes closed (<i>P</i>&lt;.001) conditions compared with baseline data. The follow-up measurements when compared with the baseline data showed a significant change in the sway path on the firm surface with the eyes open (<i>P</i>&lt;.001) and eyes closed (<i>P</i>&lt;.001) conditions, as well as on the foam surface with the eyes open (<i>P</i>=.003) and eyes closed (<i>P</i>&lt;.001) conditions. Besides, on the firm surface, there were no significant differences in sway path values in the AP direction between the baseline and the posttraining measurements (eyes open: <i>P</i>=.49; eyes closed: <i>P</i>=.18). Likewise, on the foam surface, there were no significant differences in sway path values in the AP direction under both eyes open (<i>P</i>=.24) and eyes closed (<i>P</i>=.84) conditions. CONCLUSIONS The improved posturography measurements of the sway path in the ML direction might suggest that the Kinect exergame balance training may have effects on sensory reweighting, and thus on the balance of women aged over 60. Based on these results, Kinect exergaming may provide a safe and potentially useful tool for improving postural stability in the crucial ML direction, and thus it may help reduce the risk of falling.


2008 ◽  
Author(s):  
Mahiyar F. Nasarwanji ◽  
Victor L. Paquet ◽  
David J. Feathers ◽  
James A. Lenker

2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-18
Author(s):  
Hae-Na Lee ◽  
Vikas Ashok ◽  
IV Ramakrishnan

Many people with low vision rely on screen-magnifier assistive technology to interact with productivity applications such as word processors, spreadsheets, and presentation software. Despite the importance of these applications, little is known about their usability with respect to low-vision screen-magnifier users. To fill this knowledge gap, we conducted a usability study with 10 low-vision participants having different eye conditions. In this study, we observed that most usability issues were predominantly due to high spatial separation between main edit area and command ribbons on the screen, as well as the wide span grid-layout of command ribbons; these two GUI aspects did not gel with the screen-magnifier interface due to lack of instantaneous WYSIWYG (What You See Is What You Get) feedback after applying commands, given that the participants could only view a portion of the screen at any time. Informed by the study findings, we developed MagPro, an augmentation to productivity applications, which significantly improves usability by not only bringing application commands as close as possible to the user's current viewport focus, but also enabling easy and straightforward exploration of these commands using simple mouse actions. A user study with nine participants revealed that MagPro significantly reduced the time and workload to do routine command-access tasks, compared to using the state-of-the-art screen magnifier.


Author(s):  
Elif Surer ◽  
Mustafa Erkayaoğlu ◽  
Zeynep Nur Öztürk ◽  
Furkan Yücel ◽  
Emin Alp Bıyık ◽  
...  

Author(s):  
Eda Tonga ◽  
Esther Williamson ◽  
Cynthia Srikesavan ◽  
Tuğçe Özen ◽  
Fatih Sarıtaş ◽  
...  

Author(s):  
Kanupriya Singh ◽  
Shangman Li ◽  
Isa Jahnke ◽  
Ashish Pandey ◽  
Zhen Lyu ◽  
...  
Keyword(s):  
Big Data ◽  

Author(s):  
Homa Amini ◽  
Megan E. Gregory ◽  
Mary Ann Abrams ◽  
John Luna ◽  
Maxwell Roland ◽  
...  

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