Immersive Virtual Tasks With Motor and Cognitive Components: A Feasibility Study With Young and Older Adults

J Aging Phys Act. 2021 Jun 1;29(3):400-411. doi: 10.1123/japa.2019-0491. Epub 2020 Oct 22.

Abstract

Objective: To analyze the feasibility, safety, and acceptability of immersive virtual tasks.

Methods: The authors recruited 11 young adults and 10 older adults. The participants performed three virtual reaching tasks while walking on a virtual path. The descriptive analysis and comparison between participants were performed using the Mann-Whitney U test and chi-square test for nonparametric and nominal variables, respectively. The authors also used analysis of variance for a between-groups comparison for normal variables.

Results: Twenty percent of older adults and 81.8% of young adults completed all three tasks (chi-square test; p = .005). Both groups reported minor symptoms, with no significant differences. The older adults were more motivated to practice the tasks (Mann-Whitney U test; p = .015) and would be more likely to suggest them to others (chi-square test; p = .034).

Conclusion: All three tasks were feasible for young adults. All participants, except for one, had cybersickness. The symptoms were mostly mild and subsided once the interaction was complete.

Keywords: aged; postural balance; video game; virtual reality.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Aged
  • Cognition
  • Feasibility Studies
  • Humans
  • Virtual Reality*
  • Walking