000 03324cam a2200337 a 4500
003 EG-GiCUC
005 20250223031640.0
008 170119s2016 ua dh f m 000 0 eng d
040 _aEG-GiCUC
_beng
_cEG-GiCUC
041 0 _aeng
049 _aDeposite
097 _aPh.D
099 _aCai01.21.01.Ph.D.2016.Ma.B
100 0 _aManal Sami Ibrahim
245 1 0 _aBiodex balance system versus virtual reality-based balance training in enhancing body balance in adults /
_cManal Sami Ibrahim ; Supervised Salam Mohammad Elhafez , Ayman Goda Matar
246 1 5 _aنظام البيودكس للاتزان مقابل التدريب المبني علي الواقع الافتراضي الحقيقي في تحسين توازن الجسم في البالغين
260 _aCairo :
_bManal Sami Ibrahim ,
_c2016
300 _a122 P. :
_bcharts , facsimiles ;
_c25cm
502 _aThesis (Ph.D.) - Cairo University - Faculty of Physical Therapy - Department of Biomechanics
520 _aBackground: 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
530 _aIssued also as CD
653 4 _aBiodex Balance System
653 4 _aNintendo Wii Fit plus
653 4 _aVirtual Reality
700 0 _aAyman Goda Matar ,
_eSupervisor
700 0 _aSalam Mohammad Elhafez ,
_eSupervisor
856 _uhttp://172.23.153.220/th.pdf
905 _aNazla
_eRevisor
905 _aSoheir
_eCataloger
942 _2ddc
_cTH
999 _c59492
_d59492