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1.
Artículo en Inglés | MEDLINE | ID: mdl-33345045

RESUMEN

Falls in older adults are a serious threat to their health and independence, and a prominent reason for institutionalization. Incorrect weight shifts and poor executive functioning have been identified as important causes for falling. Exergames are increasingly used to train both balance and executive functions in older adults, but it is unknown how game characteristics affect the movements of older adults during exergaming. The aim of this study was to investigate how two key game elements, game speed, and the presence of obstacles, influence movement characteristics in older adults playing a balance training exergame. Fifteen older adults (74 ± 4.4 years) played a step-based balance training exergame, designed specifically for seniors to elicit weight shifts and arm stretches. The task consisted of moving sideways to catch falling grapes and avoid obstacles (falling branches), and of raising the arms to catch stationary chickens that appeared above the avatar. No steps in anterior-posterior direction were required in the game. Participants played the game for eight 2 min trials in total, at two speed settings and with or without obstacles, in a counterbalanced order across participants. A 3D motion capture system was used to capture position data of 22 markers fixed to upper and lower body. Calculated variables included step size, step frequency, single leg support, arm lift frequency, and horizontal trunk displacement. Increased game speed resulted in a decrease in mean single support time, step size, and arm lift frequency, and an increase in cadence, game score, and number of error messages. The presence of obstacles resulted in a decrease in single support ratio, step size, cadence, frequency of arm lifts, and game score. In addition, step size increased from the first to the second trial repetition. These results show that both game speed and the presence of obstacles influence players' movement characteristics, but only some of these effects are considered beneficial for balance training whereas others are detrimental. These findings underscore that an informed approach is necessary when designing exergames so that game settings contribute to rather than hinder eliciting the required movements for effective balance training.

2.
Med Biol Eng Comput ; 58(11): 2673-2683, 2020 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-32860085

RESUMEN

Advances in EEG filtering algorithms enable analysis of EEG recorded during motor tasks. Although methods such as artifact subspace reconstruction (ASR) can remove transient artifacts automatically, there is virtually no knowledge about how the vigor of bodily movements affects ASRs performance and optimal cut-off parameter selection process. We compared the ratios of removed and reconstructed EEG recorded during a cognitive task, single-leg stance, and fast walking using ASR with 10 cut-off parameters versus visual inspection. Furthermore, we used the repeatability and dipolarity of independent components to assess their quality and an automatic classification tool to assess the number of brain-related independent components. The cut-off parameter equivalent to the ratio of EEG removed in manual cleaning was strictest for the walking task. The quality index of independent components, calculated using RELICA, reached a maximum plateau for cut-off parameters of 10 and higher across all tasks while dipolarity was largely unaffected. The number of independent components within each task remained constant, regardless of the cut-off parameter used. Surprisingly, ASR performed better in motor tasks compared with non-movement tasks. The quality index seemed to be more sensitive to changes induced by ASR compared to dipolarity. There was no benefit of using cut-off parameters less than 10. Graphical abstract The graphical abstract shows the three tasks performed during EEG recording, the two processing pipelines (manual and artifact subspace reconstruction), and the metrics the conclusion is based on.


Asunto(s)
Electroencefalografía/métodos , Actividad Motora , Procesamiento de Señales Asistido por Computador , Adulto , Algoritmos , Artefactos , Femenino , Humanos , Caminata , Adulto Joven
3.
Front Behav Neurosci ; 12: 102, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-29867400

RESUMEN

Exergames are increasingly used to train both physical and cognitive functioning, but direct evidence whether and how exergames affect cortical activity is lacking. Although portable electroencephalography (EEG) can be used while exergaming, it is unknown whether brain activity will be obscured by movement artifacts. The aims of this study were to assess whether electrophysiological measurements during exergaming are feasible and if so, whether cortical activity changes with additional cognitive elements. Twenty-four young adults performed self-paced sideways leaning movements, followed by two blocks of exergaming in which participants completed a puzzle by leaning left or right to select the correct piece. At the easy level, only the correct piece was shown, while two pieces were presented at the choice level. Brain activity was recorded using a 64-channel passive EEG system. After filtering, an adaptive mixture independent component analysis identified the spatio-temporal sources of brain activity. Results showed that it is feasible to record brain activity in young adults while playing exergames. Furthermore, five spatially different clusters were identified located frontal, bilateral central, and bilateral parietal. The frontal cluster had significantly higher theta power in the exergaming condition with choice compared to self-paced leaning movements and exergaming without choice, while both central clusters showed a significant increase in absolute alpha-2 power in the exergaming conditions compared to the self-paced movements. This is the first study to show that it is feasible to record brain activity while exergaming. Furthermore, results indicated that even a simple exergame without explicit cognitive demands inherently requires cognitive processing. These results pave the way for studying brain activity during various exergames in different populations to help improve their effective use in rehabilitation settings.

4.
J Rehabil Med ; 48(10): 893-902, 2016 Nov 11.
Artículo en Inglés | MEDLINE | ID: mdl-27735987

RESUMEN

OBJECTIVE: To investigate the short- and long-term reliability of isometric trunk strength measurements in patients with chronic low back pain in different age groups. DESIGN: Test-retest reliability study. PATIENTS: A total of 210 patients (age groups 18-39, 40-59 and 60-90 years). METHODS: Patients performed testing at baseline, 1-2 days (day 2) and 6 weeks. RESULTS: Only the oldest age group showed similar extension strength on all three test days All age groups showed significant changes in rotation and flexion scores from baseline to 6 weeks. Younger age groups (18-39 and 40-59 years) showed significant increases in extension, flexion, and rotation strength at both short-term (baseline to day 2) and long-term (baseline to 6 weeks) retests, but not from day 2 to 6 weeks. In patients over 60 years of age the smallest real differences normalized to baseline (%) were smaller from day 2 to 6 weeks than from baseline to 6 weeks. Long-term intraclass correlation coefficients were lowest between baseline and 6 weeks. No relevant impacts of feelings, motivation, or pain on reliability were detected. CONCLUSION: Reliability of isometric trunk strength measurements in patients with chronic low back pain is similar in older and younger patients. Short-term test repetition a few days after baseline is recommended, if clinically feasible, and especially in research evaluating the effects of exercise on strength.


Asunto(s)
Envejecimiento/fisiología , Contracción Isométrica/fisiología , Dolor de la Región Lumbar/fisiopatología , Torque , Torso/fisiopatología , Adolescente , Adulto , Anciano , Anciano de 80 o más Años , Ejercicio Físico/fisiología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Fuerza Muscular , Músculo Esquelético/fisiopatología , Rango del Movimiento Articular , Reproducibilidad de los Resultados , Adulto Joven
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