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Biodex balance system versus virtual reality-based balance training in enhancing body balance in adults / Manal Sami Ibrahim ; Supervised Salam Mohammad Elhafez , Ayman Goda Matar

By: Contributor(s): Material type: TextTextLanguage: English Publication details: Cairo : Manal Sami Ibrahim , 2016Description: 122 P. : charts , facsimiles ; 25cmOther title:
  • نظام البيودكس للاتزان مقابل التدريب المبني علي الواقع الافتراضي الحقيقي في تحسين توازن الجسم في البالغين [Added title page title]
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Dissertation note: Thesis (Ph.D.) - Cairo University - Faculty of Physical Therapy - Department of Biomechanics Summary: Background: However apparently a simple task, retaining equilibrium or balance while standing upright is an intricate motor skill. Balance is a staggered process requiring harmony of multiple sensory, motor, and biomechanical components. Traditional training programs are not appealing to some participants. Purpose: The aim of this study was to investigate the effect of virtual reality (VR) based-balance program on balance enhancement in adults as a low cost new modality compared to Biodex Balance System (BBS). Methods: Thirty normal adults participated in the study. They were divided into two equal experimental groups. Group (I) was trained using the BBS and group (II) was trained using the Nintendo Wii® and its Balance Board as an innovative technique using virtual reality basis. All the participants were trained 3 times/week for 4 weeks. Their mean age was 41.9 (±7.01) years, mean weight 81.34 (±14.1) kg and mean height 166.56 (±8.5) cm. The overall balance of each subject was measured by the BBS before introducing the balance training programs. The time consumed to accomplish the balance test was also measured. Each participant answered a questionnaire concerning the usability, enjoyment, balance improvement and fatigue at the end of the training sessions. Findings: There was improvement of the overall balance (OLB) of both training groups. The OLB of group (I) increased by 5 % while the VR training group{u2019}s OLB increased by 5.6%. There was no significant difference between the two training methods. There was an insignificant mean decrease in the time required to do the dynamic limit of stability test (DLOS) from pre to post training test results of the two training groups. About 80% of the participants found the VR training is highly enjoyable. Interpretation: The new Wii Fit Plus system with its balance board as a VR training technique is highly effective and enjoyable device in training body balance
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Item type Current library Home library Call number Copy number Status Barcode
Thesis Thesis قاعة الرسائل الجامعية - الدور الاول المكتبة المركزبة الجديدة - جامعة القاهرة Cai01.21.01.Ph.D.2016.Ma.B (Browse shelf(Opens below)) Not for loan 01010110070685000
CD - Rom CD - Rom مخـــزن الرســائل الجـــامعية - البدروم المكتبة المركزبة الجديدة - جامعة القاهرة Cai01.21.01.Ph.D.2016.Ma.B (Browse shelf(Opens below)) 70685.CD Not for loan 01020110070685000

Thesis (Ph.D.) - Cairo University - Faculty of Physical Therapy - Department of Biomechanics

Background: However apparently a simple task, retaining equilibrium or balance while standing upright is an intricate motor skill. Balance is a staggered process requiring harmony of multiple sensory, motor, and biomechanical components. Traditional training programs are not appealing to some participants. Purpose: The aim of this study was to investigate the effect of virtual reality (VR) based-balance program on balance enhancement in adults as a low cost new modality compared to Biodex Balance System (BBS). Methods: Thirty normal adults participated in the study. They were divided into two equal experimental groups. Group (I) was trained using the BBS and group (II) was trained using the Nintendo Wii® and its Balance Board as an innovative technique using virtual reality basis. All the participants were trained 3 times/week for 4 weeks. Their mean age was 41.9 (±7.01) years, mean weight 81.34 (±14.1) kg and mean height 166.56 (±8.5) cm. The overall balance of each subject was measured by the BBS before introducing the balance training programs. The time consumed to accomplish the balance test was also measured. Each participant answered a questionnaire concerning the usability, enjoyment, balance improvement and fatigue at the end of the training sessions. Findings: There was improvement of the overall balance (OLB) of both training groups. The OLB of group (I) increased by 5 % while the VR training group{u2019}s OLB increased by 5.6%. There was no significant difference between the two training methods. There was an insignificant mean decrease in the time required to do the dynamic limit of stability test (DLOS) from pre to post training test results of the two training groups. About 80% of the participants found the VR training is highly enjoyable. Interpretation: The new Wii Fit Plus system with its balance board as a VR training technique is highly effective and enjoyable device in training body balance

Issued also as CD

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