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BACKGROUND Identification of older persons at risk for the loss of independence, onset of (co)-morbidity or functional limitations through screening/assessment is of interest for the public health-care system. To date several different measurement instruments for overall physical function are frequently used in practice, but little information about their(More)
BACKGROUND There has been a rapid increase in research on the use of virtual reality (VR) and gaming technology as a complementary tool in exercise and rehabilitation in the elderly population. Although a few recent studies have evaluated their efficacy, there is currently no in-depth description and discussion of different game technologies, physical(More)
OBJECTIVE This series of studies was conducted to develop and establish characteristics of exercise videogame play in older adults. The videogame was a modified version of the popular Dance Dance Revolution (DDR; Konomi). METHODS Participants aged ≥70 were asked to make simple step movements in response to vertically drifting arrows presented on a video(More)
BACKGROUND Stepping impairments increase fall risk in people with MS. No studies have evaluated step training for reducing fall risk in this population. OBJECTIVES To determine if step training can improve physical and neuropsychological measures associated with falls in MS. METHODS 50 PwMS with moderate disability participated in a randomized(More)
PURPOSE The purpose of this study was to determine the dose-response relationship of resistance training (RT) to improve strength and function in older adults. METHODS A systematic literature search was performed in relevant databases and study reference lists to identify randomized controlled trials. Randomized controlled trials comparing the effects of(More)
OBJECTIVES To investigate the discriminative ability and diagnostic accuracy of the Timed Up and Go Test (TUG) as a clinical screening instrument for identifying older people at risk of falling. DESIGN Systematic literature review and meta-analysis. SETTING AND PARTICIPANTS People aged 60 and older living independently or in institutional settings. (More)
Falls are the leading cause of disability, injuries or even death among older adults. Exercise programmes that include a balance component reduce the risk of falling by 40%. However, such interventions are often perceived as boring and drop-out rates are high. The characteristics of videogames may overcome this weakness and increase exercise adherence. The(More)
BACKGROUND Stepping impairments are associated with physical and cognitive decline in older adults and increased fall risk. Exercise interventions can reduce fall risk, but adherence is often low. A new exergame involving step training may provide an enjoyable exercise alternative for preventing falls in older people. PURPOSE To assess the feasibility and(More)
Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, interactive environment, distraction can be taken to greater(More)
BACKGROUND Telerehabilitation is an alternative way of delivering rehabilitation services. Information and communication technologies are used to facilitate communication between the healthcare professional and the patient in a remote location. The use of telerehabilitation is becoming more viable as the speed and sophistication of communication(More)