206 related articles for article (PubMed ID: 34365451)
1. Does the Management of Visual and Audible Motion Information during an Immersive Virtual Reality Timed Up and Go Test Impact Locomotor Performance in the Elderly?
Muhla F; Duclos K; Clanché F; Meyer P; Maïaux S; Colnat-Coulbois S; Gauchard GC
Gerontology; 2022; 68(4):456-464. PubMed ID: 34365451
[TBL] [Abstract][Full Text] [Related]
2. Impact of using immersive virtual reality over time and steps in the Timed Up and Go test in elderly people.
Muhla F; Clanché F; Duclos K; Meyer P; Maïaux S; Colnat-Coulbois S; Gauchard GC
PLoS One; 2020; 15(3):e0229594. PubMed ID: 32168361
[TBL] [Abstract][Full Text] [Related]
3. Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.
Renaux A; Muhla F; Clanché F; Meyer P; Maïaux S; Colnat-Coulbois S; Gauchard G
PLoS One; 2022; 17(10):e0275876. PubMed ID: 36215277
[TBL] [Abstract][Full Text] [Related]
4. Effect of virtual reality exercises on balance and fall in elderly people with fall risk: a randomized controlled trial.
Zahedian-Nasab N; Jaberi A; Shirazi F; Kavousipor S
BMC Geriatr; 2021 Sep; 21(1):509. PubMed ID: 34563120
[TBL] [Abstract][Full Text] [Related]
5. Effects of immersive virtual reality training on balance, gait and mobility in older adults: A systematic review and meta-analysis.
Lee J; Phu S; Lord SR; Okubo Y
Gait Posture; 2024 May; 110():129-137. PubMed ID: 38581933
[TBL] [Abstract][Full Text] [Related]
6. Age-related decrease in functional mobility score when performing a locomotor task in an immersive environment.
Renaux A; Clanché F; Muhla F; Duclos K; Meyer P; Colnat-Coulbois S; Gauchard G
Front Bioeng Biotechnol; 2023; 11():1141507. PubMed ID: 37346797
[TBL] [Abstract][Full Text] [Related]
7. Impact of Virtual Reality-Generated Construction Environments at Different Heights on Postural Stability and Fall Risk.
Chander H; Shojaei A; Deb S; Kodithuwakku Arachchige SNK; Hudson C; Knight AC; Carruth DW
Workplace Health Saf; 2021 Jan; 69(1):32-40. PubMed ID: 32812846
[TBL] [Abstract][Full Text] [Related]
8. The effect of virtual reality-based balance training on motor learning and postural control in healthy adults: a randomized preliminary study.
Prasertsakul T; Kaimuk P; Chinjenpradit W; Limroongreungrat W; Charoensuk W
Biomed Eng Online; 2018 Sep; 17(1):124. PubMed ID: 30227884
[TBL] [Abstract][Full Text] [Related]
9. Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls.
Phu S; Vogrin S; Al Saedi A; Duque G
Clin Interv Aging; 2019; 14():1567-1577. PubMed ID: 31695345
[TBL] [Abstract][Full Text] [Related]
10. Factors associated with dynamic balance in people with Persistent Postural Perceptual Dizziness (PPPD): a cross-sectional study using a virtual-reality Four Square Step Test.
Aharoni MMH; Lubetzky AV; Arie L; Krasovsky T
J Neuroeng Rehabil; 2021 Mar; 18(1):55. PubMed ID: 33766072
[TBL] [Abstract][Full Text] [Related]
11. Transient visual perturbations boost short-term balance learning in virtual reality by modulating electrocortical activity.
Peterson SM; Rios E; Ferris DP
J Neurophysiol; 2018 Oct; 120(4):1998-2010. PubMed ID: 30044183
[TBL] [Abstract][Full Text] [Related]
12. Effects of virtual reality versus conventional balance training on balance of the elderly.
Yousefi Babadi S; Daneshmandi H
Exp Gerontol; 2021 Oct; 153():111498. PubMed ID: 34311059
[TBL] [Abstract][Full Text] [Related]
13. V-TIME: a treadmill training program augmented by virtual reality to decrease fall risk in older adults: study design of a randomized controlled trial.
Mirelman A; Rochester L; Reelick M; Nieuwhof F; Pelosin E; Abbruzzese G; Dockx K; Nieuwboer A; Hausdorff JM
BMC Neurol; 2013 Feb; 13():15. PubMed ID: 23388087
[TBL] [Abstract][Full Text] [Related]
14. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis.
Neri SG; Cardoso JR; Cruz L; Lima RM; de Oliveira RJ; Iversen MD; Carregaro RL
Clin Rehabil; 2017 Oct; 31(10):1292-1304. PubMed ID: 28933612
[TBL] [Abstract][Full Text] [Related]
15. A Virtual Reality Game-Like Tool for Assessing the Risk of Falling in the Elderly.
Garcia JA
Stud Health Technol Inform; 2019 Aug; 266():63-69. PubMed ID: 31397303
[TBL] [Abstract][Full Text] [Related]
16. Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents.
Oh H; Lee G
Neurosci Lett; 2021 Aug; 760():136063. PubMed ID: 34174345
[TBL] [Abstract][Full Text] [Related]
17. Virtual Reality for the Assessment of Everyday Cognitive Functions in Older Adults: An Evaluation of the Virtual Reality Action Test and Two Interaction Devices in a 91-Year-Old Woman.
Chirico A; Giovannetti T; Neroni P; Simone S; Gallo L; Galli F; Giancamilli F; Predazzi M; Lucidi F; De Pietro G; Giordano A
Front Psychol; 2020; 11():123. PubMed ID: 32116928
[TBL] [Abstract][Full Text] [Related]
18. How Does Postural Control in Patients with Functional Motor Disorders Adapt to Multitasking-Based Immersive Virtual Reality?
Gandolfi M; Sandri A; Menaspà Z; Avanzino L; Pelosin E; Geroin C; Vidale D; Fiorio M; Tinazzi M
Mov Disord Clin Pract; 2024 Apr; 11(4):337-345. PubMed ID: 38178646
[TBL] [Abstract][Full Text] [Related]
19. Effects of age on listening and postural control during realistic multi-tasking conditions.
Carr S; Pichora-Fuller MK; Li KZH; Campos JL
Hum Mov Sci; 2020 Oct; 73():102664. PubMed ID: 32768861
[TBL] [Abstract][Full Text] [Related]
20. Effects of Virtual Reality vs Conventional Balance Training on Balance and Falls in People With Multiple Sclerosis: A Randomized Controlled Trial.
Molhemi F; Monjezi S; Mehravar M; Shaterzadeh-Yazdi MJ; Salehi R; Hesam S; Mohammadianinejad E
Arch Phys Med Rehabil; 2021 Feb; 102(2):290-299. PubMed ID: 33161005
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]