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      Realidad virtual en el cuidado del adulto mayor: análisis de concepto Translated title: Virtual reality in the care of the elderly: concept analysis

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          Abstract

          Resumen El objetivo principal fue definir el concepto de realidad virtual en el cuidado del adulto mayor. Se utilizó el método de análisis de concepto de Walker y Avant, el cual consiste en ocho pasos: selección del concepto, establecer el objetivo del análisis, identificar los usos del concepto, identificar los atributos, casos modelo, casos adicionales, antecedentes, consecuencias y definir los referentes empíricos. Para el análisis se consultaron definiciones de diccionarios y se realizó una revisión de literatura en las bases de datos de CUIDEN, PubMed, Wiley Online Library, EBSCOHost, SciencieDirect y Scielo. De acuerdo con el análisis, el concepto hace referencia al uso de imágenes creadas por computadora, utilizadas para evaluar, mejorar y conservar la capacidad física, mental y social en personas de edad avanzada. Por lo que las enfermeras deben aprovechar los recursos tecnológicos para realizar su labor de forma eficiente, efectiva y en menor tiempo.

          Translated abstract

          Abstract The main objective was to define the concept of virtual reality in the care of the elderly. The Walker and Avant concept analysis method was used, which consists of eight steps; Selection of the concept, establish the objective of the analysis, identify the uses of the concept, identify the attributes, model cases, additional cases, antecedents, consequences and define the empirical references. Dictionary definitions were consulted for the analysis and a literature review was carried out in the CUIDEN, PubMed, Wiley Online Library, EBSCOHost, SciencieDirect and Scielo databases. According to the analysis, the concept refers to the use of computer-created images, used to assess, improve and preserve physical, mental and social capacity in elderly people. Therefore, Nursing must take advantage of technological resources to carry out its work efficiently, effectively and in less time.

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          Most cited references45

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          Older Adults With Cognitive and/or Physical Impairments Can Benefit From Immersive Virtual Reality Experiences: A Feasibility Study

          Background: Older adults living in long term care, rehabilitation hospitals, and seniors' residences often experience reduced mobility, sometimes resulting in confinement indoors and isolation, which can introduce or aggravate symptoms of depression, anxiety, loneliness, and apathy. As Virtual Reality (VR) technologies become increasingly accessible and affordable, there is a unique opportunity to enable older adults to escape their restricted physical realities and be transported to both stimulating and calming places which may improve their general well-being. To date no robust evaluations of the use of immersive VR therapy [experienced through a head-mounted-display (HMD)] for older adults within these settings have been reported. VR-therapy may prove to be a safe, inexpensive, non-pharmacological means of managing depressive symptoms and providing engagement and enjoyment to this rapidly growing demographic. Objectives: Establish whether it is feasible to use immersive VR technology as therapy for older adults who have reduced sensory, mobility and/or impaired cognition. This includes evaluation of tolerability, comfort, and ease of use of the HMD, and of the potential for immersive VR to provide enjoyment/relaxation and reduce anxiety and depressive symptoms. Methods: Sixty-six older adults (mean age 80.5, SD = 10.5) with varying cognitive abilities (normal = 28, mild impairment = 17, moderate impairment = 12, severe impairment = 3, unknown cognitive score = 6), and/or physical impairments, entered a multi-site non-randomized interventional study in Toronto, Canada. Participants experienced 3 to 20 min of 360°-video footage of nature scenes displayed on Samsung GearVR HMD. Data was collected through pre/post-intervention surveys, standardized observations during intervention, and post-intervention semi-structured interviews addressing the VR experience. Results: All participants completed the study with no negative side-effects reported (e.g., No dizziness, disorientation, interference with hearing aids); the average time spent in VR was 8 min and 76% of participants viewed the entire experience at least once. Participants tolerated the HMD very well; most had positive feedback, feeling more relaxed and adventurous; 76% wanted to try VR again. Better image quality and increased narrative video content were suggested to improve the experience. Conclusion: It is feasible and safe to expose older adults with various levels of cognitive and physical impairments to immersive VR within these settings. Further research should evaluate the potential benefits of VR in different settings (e.g., home/community based) and explore better customization/optimization of the VR content and equipment for the targeted populations.
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            Effects of Virtual Reality-Based Physical and Cognitive Training on Executive Function and Dual-Task Gait Performance in Older Adults With Mild Cognitive Impairment: A Randomized Control Trial

            Background: Walking while performing cognitive and motor tasks simultaneously interferes with gait performance and may lead to falls in older adults with mild cognitive impairment (MCI). Executive function, which seems to play a key role in dual-task gait performance, can be improved by combined physical and cognitive training. Virtual reality (VR) has the potential to assist rehabilitation, and its effect on physical and cognitive function requires further investigation. The purpose of this study was to assess the effects of VR-based physical and cognitive training on executive function and dual-task gait performance in older adults with MCI, as well as to compare VR-based physical and cognitive training with traditional combined physical and cognitive training. Method: Thirty-four community-dwelling older adults with MCI were randomly assigned into either a VR-based physical and cognitive training (VR) group or a combined traditional physical and cognitive training (CPC) group for 36 sessions over 12 weeks. Outcome measures included executive function [Stroop Color and Word Test (SCWT) and trail making test (TMT) A and B], gait performance (gait speed, stride length, and cadence) and dual-task costs (DTCs). Walking tasks were performed during single-task walking, walking while performing serial subtraction (cognitive dual task), and walking while carrying a tray (motor dual task). The GAIT Up system was used to evaluate gait parameters including speed, stride length, cadence and DTCs. DTC were defined as 100 * (single-task gait parameters − dual-task gait parameters)/single-task gait parameters. Results: Both groups showed significant improvements in the SCWT and single-task and motor dual-task gait performance measures. However, only the VR group showed improvements in cognitive dual-task gait performance and the DTC of cadence. Moreover, the VR group showed more improvements than the CPC group in the TMT-B and DTC of cadence with borderline significances. Conclusion: A 12-week VR-based physical and cognitive training program led to significant improvements in dual-task gait performance in older adults with MCI, which may be attributed to improvements in executive function.
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              Acceptance of immersive head-mounted virtual reality in older adults

              Immersive virtual reality has become increasingly popular to improve the assessment and treatment of health problems. This rising popularity is likely to be facilitated by the availability of affordable headsets that deliver high quality immersive experiences. As many health problems are more prevalent in older adults, who are less technology experienced, it is important to know whether they are willing to use immersive virtual reality. In this study, we assessed the initial attitude towards head-mounted immersive virtual reality in 76 older adults who had never used virtual reality before. Furthermore, we assessed changes in attitude as well as self-reported cybersickness after a first exposure to immersive virtual reality relative to exposure to time-lapse videos. Attitudes towards immersive virtual reality changed from neutral to positive after a first exposure to immersive virtual reality, but not after exposure to time-lapse videos. Moreover, self-reported cybersickness was minimal and had no association with exposure to immersive virtual reality. These results imply that the contribution of VR applications to health in older adults will neither be hindered by negative attitudes nor by cybersickness.
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                Author and article information

                Journal
                index
                Index de Enfermería
                Index Enferm
                Fundación Index (Granada, Granada, Spain )
                1132-1296
                1699-5988
                June 2022
                : 31
                : 2
                : 100-104
                Affiliations
                [1] Nuevo Laredo orgnameUniversidad Autónoma de Tamaulipas orgdiv1Facultad de Enfermería Nuevo Laredo Mexico
                [2] Monterrey orgnameUniversidad Autónoma de Nuevo León orgdiv1Facultad de Enfermería Mexico
                Article
                S1132-12962022000200011 S1132-1296(22)03100200011
                bd1b1db0-e032-4cd1-9713-7270dafce0ff

                This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

                History
                : 28 July 2021
                : 29 September 2021
                Page count
                Figures: 0, Tables: 0, Equations: 0, References: 45, Pages: 5
                Product

                SciELO Spain

                Categories
                Teorizaciones

                Virtual Reality,Aged,Nursing care,Realidad Virtual,Atención de Enfermería,Anciano

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