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Design and Implementation of a Physical Exercise Program With Virtual Reality to Improve Functional Capacities in Older People.

Pablo Campo-Prieto · 2021
ClinicalTrials.gov · Datasets · License: Public Domain · 2021
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agedagingbalanceexercise-therapyfallnaquality-of-life
TITLE: Desing and implementation of a Immersive Virtual Reality exercise program to improve balance in older people INTRO: Older people grow around the world at a faster rate than any other age group, resulting in an accelerated aging of the population and an increase in life expectancy. In response to this new reality, active aging programs and strategies are especially relevant and it based in physical activity practice, whose main objective is to maintain or improve the functionality of the person, even though the loss of balance in the elderly represents a significant difficulty in their lives, since this aspect reduces their postural control, increasing the risk of falls and injuries. Our project REVIEM (Inmersive Virtual Reality Exergaming in Olders) is a new strategy to improve the balance in older people, using a exercise program with Virtual Reality glasses for this purpose. HYPOTHESIS: The practice of REVIEM protocol based on physical function training in older adults collaborates in the maintenance and improvement of functional capacities, reducing the number of falls and increasing their personal autonomy. GENERAL GOALS: 1.1 Design and implement a REVIEM exercise program / protocol to improve balance in older people 1.2 Analyze the effects of this REVIEM program / protocol, in the short and medium term in institutionalized individuals. 1.3 Identify if there is a relationship between the variables that induce fragility and functional dependence and the REVIEM protocol SPECIFIC GOALS: 2.1 Determine the REVIEM protocol to improve differential effects for 6 minutes a day (3 days a week for 10 weeks) 2.1.1 The improvement of the functional independence of individuals by improving balance, reducing the risk of falls and proper development in activities of daily living. 2.1.2 The improvement of gait. 2.1.3 The improvement of quality of life. 2.1.4 The improvement of handgrip. 2.2 Determine the parameters related to immerse virtual reality exposure. 2.
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