The Effect of Virtual Reality on Balance Performance

Umut Dolu, Filiz Çamligüney
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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.
虚拟现实对平衡表现的影响
目的:这项研究的目的是观察使用虚拟现实眼镜对久坐不动的人的平衡能力的长期影响。方法:在我们的研究中,测量动平衡时首选Y平衡试验,测量静平衡时首选Flamingo平衡试验。各组进行常规力量训练,每周三天,持续8周。然而,虚拟现实组在每次锻炼结束时也进行了15分钟的虚拟现实锻炼。为了研究两组平衡能力的差异,8周后分别进行前测和后测。使用Shapiro-Wilk检验评估变量对正态分布的依从性。通过正态性检验,确定数据符合正态分布条件,并使用参数检验之一的配对样本t检验进行分析。结果:在常规力量训练的基础上,实验组(VR)连续8周,每天15分钟,每周3天进行虚拟现实训练,结果显示参与者的动态平衡和静态平衡表现有显著差异,无显著差异。结论:已经得出结论,使用虚拟现实眼镜进行的锻炼对平衡能力有积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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