OBJECTIVES:
The objectives of this study are:
To determine the effects of Non-Immersive VR training and Otago exercise program on
spatiotemporal gait parameters in elderly population.
To determine the effects of Non-Immersive VR training and Otago exercise program on
balance in elderly population.
To determine the effects of Non-Immersive VR training and Otago exercise program on
lower limb strength of elderly population.
To determine the effects of Non-Immersive VR training and Otago exercise program on
fear of fall in elderly population.
HYPOTHESIS:
Alternate Hypothesis:
There is statistically significant difference between non-immersive virtual reality
training and Otago exercise program on spatiotemporal gait parameters in elderly
population.
There is statistically significant difference between non-immersive virtual reality
training and Otago exercise on balance in elderly population.
There is statistically significant difference between non-immersive virtual reality
training and Otago exercise on lower limb strength in elderly population.
There is statistically significant difference between non-immersive virtual reality
training and Otago exercise on fear of fall in elderly population.
Null Hypothesis:
There is no statistically significant difference between non-immersive virtual
reality training and Otago exercise program on spatiotemporal gait parameters in
elderly population.
There is no statistically significant difference between non-immersive virtual
reality training and Otago exercise on balance in elderly population.
There is no statistically significant difference between non-immersive virtual
reality training and Otago exercise on lower limb strength in elderly population.
There is no statistically significant difference between non-immersive virtual
reality training and Otago exercise on fear of fall in elderly population.
Research Design: Experimental study. Randomized Control Trial
Clinical setting: Multidisciplinary Lab in FUCP. Study duration: 1 year
Selection Criteria:
Inclusion Criteria
Age 55 years and above
Male and female both
Able to independently ambulate, without the assistance of a walking aid.
Participants that are able to maintain upright position with eyes open and eyes
close for 10 seconds in standing position
Exclusion Criteria
Wheel-chair bound elderly
Diagnosed with neurological disorder
Severe cognitive impairment (MMSE scoring of 17 or <17)
Recent orthopedic trauma
Severe degenerative conditions
Technique: Non probability Purposive Sampling
Outcome Measures:
Data will be collected on Demographics and general information. Data will be collected
using Mini-BESTEST scale, 10 Meter walk test, 30 sec sit to stand test, The Fall Efficacy
Scale International
Expermental Group (A) =This group will recive Otago Exercise Program training outcomes
will be measured at baseline, on 4th, 8th and at 12th week of treatment.
Data analysis techniques:
Experimental Group (B) = This group will receive Non-Immersive Virtual Reality training
using Xbox Kinect 360. Their outcomes will be measured at baseline, on 4th, 8th and at
12th week of treatment.
The data will be analyzed through SPSS 21 and Data would be analyzed based on the study
design chosen that is random control experimental study within the community.
A printed questionnaire will be provided to the patients after obtaining written consent
and providing adequate explanation regarding the study, after which the data will be
presented in the form of graphs or tables.
Significance of the study:
While the Otago Exercise Program (OEP) has established itself as a highly effective
intervention for improving balance and reducing fall risk in older adults, the emergence
of non-immersive Virtual Reality (VR) training introduces a potentially complementary
approach.
However, despite both offering multi-component interventions targeting fall risk factors,
a lack of conclusive evidence exists regarding their differential impact on balance and
gait parameters.
Our study addresses this critical gap in the literature by directly comparing the
efficacy of non-immersive VR training against the OEP.