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VR Applied Asobi-Litation System for Dementia Elderly in Group Homes
Author(s) -
Mieko Ohsuga,
Yumiko Inoue,
Wataru Hashimoto,
Fumitaka Nakaizumi
Publication year - 2007
Publication title -
journal of robotics and mechatronics
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.257
H-Index - 19
eISSN - 1883-8049
pISSN - 0915-3942
DOI - 10.20965/jrm.2007.p0698
Subject(s) - dementia , meaning (existential) , physical medicine and rehabilitation , virtual reality , psychology , rehabilitation , gerontology , applied psychology , function (biology) , physical therapy , computer science , human–computer interaction , medicine , psychotherapist , disease , pathology , evolutionary biology , biology
The “Asobilitation” (Japanese “asobi,” meaning “play,” replaces the “rehab” in “rehabilitation”) system we developed using virtual reality and targeting physical and mental improvement in elderly people with dementia was applied to residents of a group home for the aged, “Nishiyama no Sato.” A pair of residents, or a resident and a caregiver, took part in a cooperative game using bicycling or a balancing exercise. First experiment was executed to evaluate system acceptance and over two thirds of the residents participated indicating that they found the system at least interesting and easy enough to try out. Second experiment was designed for effect assessment of system use, however it showed no clear positive effect of the system on walking, despite our objectives of having the system improve mobility and reverse lower-leg muscle deterioration. A study is thus needed on the system’s continuous, long-term effects, and we must develop an easier way to assess walking function in the elderly with dementia.

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