The effect of virtual reality on balance in young people

Graduate Thesis uoadl:3228590 74 Read counter

Unit:
Department of Physical Education & Sport Science
Library of the School of Physical Education and Sport Science
Deposit date:
2022-08-03
Year:
2022
Author:
ΚΑΖΑΚΟΠΟΥΛΟΣ ΓΕΩΡΓΙΟΣ
Supervisors info:
ΜΑΝΔΑΛΙΔΗΣ ΔΗΜΗΤΡΙΟΣ
ΑΝΑΠΛΗΡΩΤΗΣ ΚΑΘΗΓΗΤΗΣ
ΤΟΜΕΑΣ ΑΘΛΗΤΙΑΤΡΙΚΗΣ ΚΑΙ ΒΙΟΛΟΓΙΑΣ ΤΗΣ ΑΣΚΗΣΗΣ
ΤΕΦΑΑ - ΣΕΦΑΑ - ΕΚΠΑ
Original Title:
Η επίδραση της εικονικής πραγματικότητας στην ισορροπία σε νεαρά άτομα
Languages:
Greek
Translated title:
The effect of virtual reality on balance in young people
Summary:
The purpose of this study is to highlight the significant influence that virtual reality through games and applications can have on the static and dynamic balance of young people. The sample used was ten healthy males aged 18-23 years with evidence of good physical condition. All subjects underwent static and dynamic balance testing before, immediately after and ten minutes after the end of the intervention-immersion. The intervention-immersion procedure involved playing in VR conditions of low image quality and definition, through the use of TURBO-X stereoscopic VR glasses and a mobile phone.Successful execution of the game mainly required back and forth head movements and trunk rotations up to 360 degrees. The total intervention-immersion duration was 15 minutes after 5 minutes familiarization with the game. The results of our measurements showed that a 15-minute game in non-high definition virtual reality conditions and with intense motor involvement of the head and trunk, has zero effects on dynamic balance in contrast to static balance which was negatively affected.The ​ static balance measurements immediately after the immersion procedure were worsened compared to the initial measurements, which was not observed in the values ​​of the measurements 10 minutes after the immersion procedure, which showed an upward trend. In conclusion, the immersion process under these conditions may lead to a worsening of static balance immediately after the end of the game through increased involuntary slight swaying of the body, which, however, subsides noticeably after 10 minutes of abstinence.
Main subject category:
Health Sciences
Keywords:
Static balance, Dynamic balance, Virtual reality (VR), Virtual environment , Immersion, Stereoscopic virtual reality glasses (HeadMountedDisplay), Body sway
Index:
Yes
Number of index pages:
2
Contains images:
Yes
Number of references:
71
Number of pages:
45
ΕΘΝΙΚΟ ΚΑΙ ΚΑΠΟΔΙΣΤΡΙΑΚΟ ΠΑΝΕΠΙΣΤΗΜΙΟ ΑΘΗΝΩΝ.pdf (496 KB) Open in new window