The Effect of Virtual Reality on Balance Performance

Author:

DOLU Umut1,ÇAMLIGÜNEY Filiz2

Affiliation:

1. MARMARA ÜNİVERSİTESİ

2. MARMARA UNIVERSITY

Abstract

Aim: The aim of the study is to observe the long-term effects of using virtual reality glasses on balance performance in sedentary individuals. Methods: In our study, Y Balance Test was preferred to measure dynamic balance and Flamingo Balance Test was preferred to measure static balance. Groups did general strength training 3 days a week for 8 weeks. However, the VR group also did a 15 minute VR workout at the end of each workout. In order to investigate the difference in balance performance of both groups, a pre-test was conducted and then a post-test was conducted 8 weeks later. The compliance of the variables to the normal distribution was evaluated using the Shapiro-Wilk test. As a result of the normality test, it was determined that the data provided the normal distribution conditions and analysis was made using the Paired Sample T-test, one of the parametric tests. Results: In addition to general strength exercises, virtual reality exercises for 15 minutes a day, 3 days a week by the experimental group (VR) for 8 weeks, revealed a significant difference in the dyn dynamic and static balance performances of the participants, no significant difference was found. Conclusion: It has been concluded that exercises performed with virtual reality glasses have a positive effect on balance performance.

Publisher

Ibrahim Erdemir

Subject

General Earth and Planetary Sciences,General Environmental Science

Reference26 articles.

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3. Brien, M., & Sveistrup, H. (2011). An intensive virtual reality program improves functional balance and mobility of adolescents with cerebral palsy. Pediatric Physical Therapy, 23(3), 258-266.

4. Cho, G. H., Hwangbo, G., & Shin, H. S. (2014). The effects of virtual reality-based balance training on balance of the elderly. Journal of Physical Therapy Science, 26(4), 615-617.

5. Cho, K. H., Lee, K. J., & Song, C. H. (2012). Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients. The Tohoku Journal of Experimental Medicine, 228(1), 69-74.

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