Effects Of Virtual Reality Training on Balance Function In Older Adults with Cognitive Impairment. Yi-Cheng Cathy Lin M.S., P.T.

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Transcription:

Effects Of Virtual Reality Training on Balance Function In Older Adults with Cognitive Impairment Yi-Cheng Cathy Lin M.S., P.T.

Introduction 2 Cognitive impairment includes the memory dysfunction, behavioral change and impaired executive function People with cognitive impairment Balance dysfunction (Stark et al., 2013) Showed in very early stage of cognitive impairment Gait deviation in dual task (Gillain et al., 2009; Maquet et al., 2010; Pettersson, Olsson, & Wahlund, 2007) Gait variability increased Walking speed decreased High incidence of fall (Kallin, Gustafson, Sandman, & Karlsson, 2005; Shaw, 2002; van Doorn et al., 2003) Almost twice as high as the people without cognitive impairment Balance ability in patients with cognitive impairment had improved after balance training(ries, Drake, & Marino, 2010)

Training Effect of Virtual Reality Program 3 Virtual reality (VR) balance games were effective training programs to improve balance function Healthy elderly (Franco, Jacobs, Inzerillo, & Kluzik, 2012) Patients with neurological disease Stroke, Parkinson disease (Barcala et al., 2013; dos Santos Mendes et al., 2012) However, the effect of VR balance training to improve both balance and cognitive functions in patient with cognitive impairment is still limited

Purpose 4 To investigate the training effects of VR program on balance and cognitive functions in the older adults with cognitive impairment.

Methods 5 Participants Patients with mild cognitive impairment (MCI) and mild dementia in day care center in Taichung, Taiwan Inclusion criteria Age: 45 to 85 years Diagnosed of mild to moderate cognitive impairment or Alzheimer s disease No diagnosis of depression No Symptoms or history of other system problems which would affect their physical activity

Training Program 6 VR balance training Nintendo Wii Fit Training protocols include stability and dynamic weight shifting training 30 minutes x twice/week for 6 weeks Warm up and cool down were performed before and after training Programs were downgrade or upgrade based on the participant s performance

Nintendo Wii Fit Training 7 A. Lotus Focus Participants need to hold standing stability on the platform. B. Penguin Slide Participants have to shift body weight to tilt the iceberg to left or right to eat as many fish as possible in the a limited time. C. Bubble Balance River Players were required to steer the bubble through a hazard-filled by shifting their body weight while standing on the balance board. D. Table Tilt Tilted a board to roll marbles into holes by shifting their body weight. They had to carefully manipulate the board to roll the balls into the holes without dropping a ball off the table.

8 Training Procedure

Neuropsycological Tests General cognitive function Mini-Mental State Examination (MMSE) Total score: 30 Executive Function Color Trail Test (CTT) Part 1 and part 2 Index: completion time 9

Balance Function Test 10 Berg Balance Scale (BBS) Measure balance among older people with impairment in balance function by assessing the performance of functional tasks 14-item scale Interpretation: 41-56 = low fall risk 21-40 = medium fall risk 0 20 = high fall risk

Statistical Analysis 11 Comparison within group Repeated measure of general linear model (GLM) Pre-training, post-training (week 6), follow up (week 12) SPSS version 16 Significant level, α =0.05

Basic Characteristics of Participant 12 N=12 Mean ± SD or N Range Age 75.06±5.94 64.3~84.1 Gender (F/M) 11/1 Educational level (years) 5.78±2.68 0~9 MMSE 17.33±5.19 8~24 MMSE: Mini-Mental State Examination

Completion Time (sec) Completion Time (sec) Training Effect on Executive Function 13 300 250 Color Trail Test part 1 * 360 350 340 Color Trail Test part 2 * * 200 150 100 Pre Post Follow up 330 320 310 300 290 Pre Post Follow up 50 280 270 0 Time 260 Time

BBS score Training Effect on Balance Function 14 Berg Balance Scale 52 51 * 50 49 48 Pre Post Follow up 47 46 Time

Discussion 15 Six-week balance training using virtual reality (Wii-fit) programs for the older adults with cognitive impairment shows significantly Decreased completion time of part 1 and 2 of Color Trails Test (CTT1 & CTT 2) Involving the abilities of perceptual tracking, sequencing, sustained attention, and divided attention Improved score of Berg Balance Scale (BBS) involving the abilities of static/dynamic sitting and standing postures, weight shifting and limits of stability

Effects of Wii-Fit Program on Cognitive 16 and Balance functions Wii-Fit program training show a significant improvement in both sustain and divided attention after 6-week training Interaction with VR programs provides the activity of cognitive level Consistent with the results of previous studies, balance games by Wii-Fit training could improve balance function (Padala et al., 2012;Bieryla, 2013;Doque et al., 2013) Wii-fit training forces participants the awareness of center of pressure and limit of stability with real-time visual feedback

Lack Retention Effect and Limitations 17 Only CTT 2 showed significant retention effect at 12- week follow up Small sample size No control group

Conclusion 18 Balance training with Wii-Fit exercise programs is safe and effective to improve cognitive and balance functions for the older adults with cognitive impairment The exercise should be sustained for maintenance of training effects for the older adults with cognitive impairment.

Acknowledgement 19 Dr. Hsiu-I Chen, Dr. Yu-Hsiu Chu HungKung University and Kuang Tien General Hospital Grant support: HK-KTOH-104-07 Research assistant Xiao-Han Chiu, Jia-Ying Chen All participants

20 Thank you for your attention!!