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临床试验/NCT00549406
NCT00549406已完成1 期

Visual Processing and Postural Reactions: Development and Pilot Testing of a "Visual Training" Program to Improve Balance Control and Prevent Falls in Older Adults

Sunnybrook Health Sciences Centre1 个研究点 分布在 1 个国家目标入组 33 人开始时间: 2008年6月1日最近更新:
适应症
干预措施

试验速览

阶段
1 期
状态
已完成
入组人数
33
试验地点
1
主要终点
ability to use peripheral vision to recover balance by grasping a handhold

研究概览

简要总结

The ability to maintain balance and avoid falling is highly dependent on the ability to locate objects and architectural features in the environment. This need to continually monitor the environment as one moves about in daily life suggests a critical role for visual attention, gaze control, and spatial memory, all of which are known to decline with aging. In this study, the investigators will test the efficacy of a computer-based visual-training program designed to improve the ability to rapidly extract information from the peripheral visual field. It is expected that older adults involved in the visual training intervention will improve the speed, accuracy, and effectiveness of reach-to-grasp balance-recovery reactions evoked by sudden unpredictable balance perturbation.

详细描述

Balance reactions that involve rapidly stepping or reaching to grasp a handrail or other objects for support play a crucial role in preventing us from falling when we lose our balance. However, to recover balance successfully, the central nervous system has to be able to control the stepping or grasping movement to deal with "environmental constraints" (i.e. objects and architectural features that can obstruct stepping or serve as handholds to grasp), and hence must somehow monitor the location of potential constraints as we move about in our daily lives. The need to monitor these environmental features suggests a critical role for visual attention, gaze control, and spatial memory, all of which are known to decline with aging. Although no studies have examined the effects on balance control, it is known that such deficits can impair other motor behaviors such as driving and can be successfully countered using a computer-based "visual training" intervention designed to improve the ability to rapidly extract information from the peripheral visual field (the so-called "Useful Field of View", or UFOV).

The proposed research will use an analogous approach to improve balance control. Specifically, we will test whether: 1) the UFOV® computer-based visual-training program or a commercially available video game leads to improved ability to use peripheral vision to monitor changes in the spatial features of the surrounding environment, and 2) whether such changes in visual processing are associated with improved ability to rapidly reach and grasp a handrail for support, in response to a sudden unpredictable balance perturbation. Older adults with documented deficits in UFOV scores will be randomly assigned to either the visual training (UFOV or video game) or a control group. Each training group will undergo two one-hour sessions per week, for five consecutive weeks. Neither group will be given any information as to which training method is expected to be more beneficial.

Participants in the experimental group will complete either the computerized UFOV® speed-of-processing intervention or the video game training intervention. This UFOV intervention focuses on the ability to quickly identify and locate visual targets presented (for brief time intervals) in the central and peripheral visual fields. The training challenges the participant to identify the target(s) in the briefest display duration possible, within increasingly difficult task conditions. Difficulty of the training task is increased by making it more difficult to identify the central target, decreasing the duration of target presentation time, increasing the number of tasks to complete simultaneously, adding distracters, and increasing the eccentricity (visual angle) of the peripheral targets.

Participants in the video game training group will participate in game play sessions using a cartoon-based action video game with increasing levels of challenge and difficulty.

Participants in the control group will complete timed computerized word puzzles during the training sessions. This cognitive task involves levels of social interaction and computer use similar to the experimental group, but is not expected to yield improvements in ability to rapidly process peripheral visuospatial information.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Treatment
盲法
Single (Outcomes Assessor)

入排标准

年龄范围
64 Years 至 80 Years(Adult, Older Adult)
性别
All
接受健康志愿者
是

入选标准

  • •Community dwelling
  • •Functional mobility (no dependence on mobility aids)
  • •Impaired visual processing (UFOV divided attention score of 200ms or worse)

排除标准

  • •Neurological or musculoskeletal disorder
  • •Cognitive disorder (e.g. dementia)
  • •Uncorrected visual impairments
  • •Recurrent dizziness or unsteadiness

研究组 & 干预措施

3

Placebo Comparator

computerized word puzzles

干预措施: computerized word puzzles (Procedure)

1

Experimental

computer-based visual-training program UFOV

干预措施: computerized visual training (Procedure)

2

Experimental

video-game based visual training

干预措施: video-game based visual training (Procedure)

结局指标

主要结局

ability to use peripheral vision to recover balance by grasping a handhold

时间窗: within one week of starting and completing the intervention

次要结局

  • natural gaze and balance-recovery behavior (in responding to a sudden unpredictable balance perturbation while walking in an unfamiliar environment); clinical balance measures; visual-processing measures(within one week of starting and completing the intervention)

研究者

申办方类型
Other

研究点 (1)

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