title: Two-week virtual reality training for dementia: Single case feasibility study.
abstract: Persons with dementia (PWD) are known to have difficulty with participation and focus during physical activity. Virtual reality (VR) offers a unique medium for motor learning but has only been used previously for cognitive assessment for PWD. Our study had two objectives: (1) investigate the feasibility and safety of an exercise-based VR training program in PWD, and (2) investigate its effects on balance and mobility. The intervention consisted of daily (5 d/wk, 1 h each) VR training sessions for 2 wk for a single research participant. Clinical balance and mobility measures were assessed 1 wk prior to, during, 1 wk following, and 1 mo after the intervention. Postintervention interviews provided qualitative feedback from the participant and his caregivers. Results indicate that VR training is feasible, safe, and enjoyable for PWD. However, balance and mobility measures were unaffected. VR training is well tolerated in a single research participant with dementia and is an engaging medium for participation in exercise.
authors.affiliation: Bruyère Research Institute, Ottawa, Ontario, Canada;
authors.forename: Daniel
authors.initials: D
authors.lastname: McEwen
authors.forename: Anne
authors.initials: A
authors.lastname: Taillon-Hobson
authors.forename: Martin
authors.initials: M
authors.lastname: Bilodeau
authors.forename: Heidi
authors.initials: H
authors.lastname: Sveistrup
authors.forename: Hillel
authors.initials: H
authors.lastname: Finestone
mesh_terms: D000368:Aged; D003704:Dementia / Q000534:rehabilitation*; D005080:Exercise Test; D005240:Feasibility Studies; D006801:Humans; D008297:Male; D064797:Physical Conditioning, Human / Q000379:methods* / Q000502:physiology*; D004856:Postural Balance / Q000502:physiology; D018910:Video Games; D063367:Virtual Reality Exposure Therapy; D016138:Walking / Q000502:physiology
keywords: balance; dementia; exercise; games; intervention; rehabilitation; single-subject design; training; virtual reality; walking