Visual Training Program to Improve Balance and Prevent Falls in Older Adults
NCT ID: NCT00549406
Last Updated: 2014-12-23
Study Results
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Basic Information
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COMPLETED
PHASE1
33 participants
INTERVENTIONAL
2008-06-30
2012-02-29
Brief Summary
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Detailed Description
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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.
Balance assessments will be performed immediately before and after completion of the intervention programs. Balance perturbations will be delivered using a large (2x2m) computer-controlled motion platform. Subjects will stand at the center of the platform and a motor-driven moveable handhold system will be mounted to the front wall of the platform. In each trial, the handhold (a 10cm rod) will be controlled to move, intermittently and unpredictably, back and forth along a horizontal axis in the frontal plane, before coming to rest at one of four final locations (corresponding to visual angles of 5, 10, 15, and 20 degrees). The moving platform will deliver a small perturbation a few seconds after the final handhold location is reached. Subjects will be told to grasp the handhold as quickly as possible in response to the platform motion. During each trial, subjects will perform a concurrent visual vigilance task, which requires them to continuously look straight ahead at the center of a computer screen. This task is designed to ensure the subjects rely on peripheral vision to acquire the spatial information needed to direct the hand toward the handhold following the onset of the platform perturbation. The absence of any eye movements toward the grasp location will be confirmed via recordings from a head-mounted eye tracker. A motion-analysis system will be used to determine the speed and accuracy of the grasping reactions.
Conditions
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Keywords
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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1
computer-based visual-training program UFOV
computerized visual training
two one-hour training sessions per week, for five consecutive weeks
2
video-game based visual training
video-game based visual training
two one-hour training sessions per week, for five consecutive weeks
3
computerized word puzzles
computerized word puzzles
two one-hour sessions per week, for five consecutive weeks
Interventions
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computerized visual training
two one-hour training sessions per week, for five consecutive weeks
computerized word puzzles
two one-hour sessions per week, for five consecutive weeks
video-game based visual training
two one-hour training sessions per week, for five consecutive weeks
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* Functional mobility (no dependence on mobility aids)
* Impaired visual processing (UFOV divided attention score of 200ms or worse)
Exclusion Criteria
* Cognitive disorder (e.g. dementia)
* Uncorrected visual impairments
* Recurrent dizziness or unsteadiness
64 Years
80 Years
ALL
Yes
Sponsors
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Ontario Neurotrauma Foundation
OTHER
Canadian Institutes of Health Research (CIHR)
OTHER_GOV
Sunnybrook Health Sciences Centre
OTHER
Responsible Party
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Sunnybrook Health Sciences Centre
Principal Investigators
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Brian E Maki, PhD, PEng
Role: PRINCIPAL_INVESTIGATOR
Sunnybrook Health Sciences Centre, University of Toronto
Sandra M McKay, PhD
Role: PRINCIPAL_INVESTIGATOR
Sunnybrook Health Sciences Centre, University of Toronto
Locations
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Centre for Studies in Aging, Sunnybrook Health Sciences Centre
Toronto, Ontario, Canada
Countries
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Other Identifiers
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CIHR grant# MOP-13355
Identifier Type: -
Identifier Source: secondary_id
2007-PREV-INT-452
Identifier Type: -
Identifier Source: org_study_id