Trial Outcomes & Findings for VR-CogMoBal Training for Reducing Falls Among Older Adults With Mild Cognitive Impairment (NCT NCT03765398)
NCT ID: NCT03765398
Last Updated: 2025-07-03
Results Overview
It is the actual magnitude of a self-initiated movement (i.e., how far did he/she actually reach a target) without taking a step or losing balance measured in percentage under single and dual-task conditions. Higher values indicate better performance.
COMPLETED
NA
27 participants
Baseline (Week 0) and Immediate Post-training (Week 5)
2025-07-03
Participant Flow
Participant milestones
| Measure |
VR Cognitive-motor-balance Training
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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|---|---|
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Baseline Measurements
STARTED
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18
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Baseline Measurements
COMPLETED
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14
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Baseline Measurements
NOT COMPLETED
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4
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Intervention
STARTED
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14
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Intervention
COMPLETED
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10
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Intervention
NOT COMPLETED
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4
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
VR-CogMoBal Training for Reducing Falls Among Older Adults With Mild Cognitive Impairment
Baseline characteristics by cohort
| Measure |
VR Cognitive-motor-balance Training
n=18 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Age, Continuous
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63.2 years
STANDARD_DEVIATION 5.25 • n=5 Participants
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Sex: Female, Male
Female
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4 Participants
n=5 Participants
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Sex: Female, Male
Male
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14 Participants
n=5 Participants
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Race (NIH/OMB)
American Indian or Alaska Native
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Asian
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Black or African American
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18 Participants
n=5 Participants
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Race (NIH/OMB)
White
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0 Participants
n=5 Participants
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Race (NIH/OMB)
More than one race
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0 Participants
n=5 Participants
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Race (NIH/OMB)
Unknown or Not Reported
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0 Participants
n=5 Participants
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Montreal Cognitive Assessment
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22.6 units on a scale of 0-30
STANDARD_DEVIATION 3.15 • n=5 Participants
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)It is the actual magnitude of a self-initiated movement (i.e., how far did he/she actually reach a target) without taking a step or losing balance measured in percentage under single and dual-task conditions. Higher values indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in Maximum Excursion
Maximum excursion in forward Direction, Pre-Training
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80.9 percentage of center of pressure motion
Standard Deviation 13.8
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Change in Maximum Excursion
Maximum excursion in Forward Direction, Post-Training
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86.5 percentage of center of pressure motion
Standard Deviation 15
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Change in Maximum Excursion
Maximum excursion in Backward Direction, Pre-Training
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66.8 percentage of center of pressure motion
Standard Deviation 17.7
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Change in Maximum Excursion
Maximum excursion in Backward Direction, Post-Training
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80.9 percentage of center of pressure motion
Standard Deviation 11.8
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Change in Maximum Excursion
Maximum excursion in Left Direction, Pre-Training
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80.7 percentage of center of pressure motion
Standard Deviation 11.0
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Change in Maximum Excursion
Maximum excursion in Left Direction, Post-Training
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87.1 percentage of center of pressure motion
Standard Deviation 5.3
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Change in Maximum Excursion
Maximum excursion in Right Direction, Pre-Training
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76.4 percentage of center of pressure motion
Standard Deviation 11.2
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Change in Maximum Excursion
Maximum excursion in Right Direction, Post-Training
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87.3 percentage of center of pressure motion
Standard Deviation 6.9
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Change in Maximum Excursion
Maximum excursion in Forward Direction while performing auditory clock test, Pre-Training
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72.0 percentage of center of pressure motion
Standard Deviation 23.6
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Change in Maximum Excursion
Maximum excursion in Forward Direction while performing auditory clock test, Post-Training
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84.2 percentage of center of pressure motion
Standard Deviation 17.4
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Change in Maximum Excursion
Maximum excursion in Backward Direction while performing auditory clock test, Pre-Training
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61.9 percentage of center of pressure motion
Standard Deviation 15.1
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Change in Maximum Excursion
Maximum excursion in Backward Direction while performing auditory clock test, Post-Training
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66.2 percentage of center of pressure motion
Standard Deviation 21.1
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Change in Maximum Excursion
Maximum excursion in Left Direction while performing auditory clock test, Pre-Training
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71.8 percentage of center of pressure motion
Standard Deviation 14.2
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Change in Maximum Excursion
Maximum excursion in Left Direction while performing auditory clock test, Post-Training
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84.7 percentage of center of pressure motion
Standard Deviation 6.8
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Change in Maximum Excursion
Maximum excursion in Right Direction while performing auditory clock test, Pre-Training
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72.9 percentage of center of pressure motion
Standard Deviation 14.2
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Change in Maximum Excursion
Maximum excursion in Right Direction while performing auditory clock test, Post-Training
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86.1 percentage of center of pressure motion
Standard Deviation 9.2
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Change in Maximum Excursion
Maximum excursion in Forward Direction while performing letter number sequencing, Pre-Training
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69.6 percentage of center of pressure motion
Standard Deviation 20.5
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Change in Maximum Excursion
Maximum excursion in Forward Direction while performing letter number sequencing, Post-Training
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80.7 percentage of center of pressure motion
Standard Deviation 16.9
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Change in Maximum Excursion
Maximum excursion in Backward Direction while performing letter number sequencing, Pre-Training
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58.1 percentage of center of pressure motion
Standard Deviation 21.4
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Change in Maximum Excursion
Maximum excursion in Backward Direction while performing letter number sequencing, Post-Training
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71.2 percentage of center of pressure motion
Standard Deviation 16.3
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Change in Maximum Excursion
Maximum excursion in Left Direction while performing letter number sequencing, Pre-Training
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68.2 percentage of center of pressure motion
Standard Deviation 18.0
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Change in Maximum Excursion
Maximum excursion in Left Direction while performing letter number sequencing, Post-Training
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84.8 percentage of center of pressure motion
Standard Deviation 5.8
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Change in Maximum Excursion
Maximum excursion in Right Direction while performing letter number sequencing, Pre-Training
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72.9 percentage of center of pressure motion
Standard Deviation 14.0
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Change in Maximum Excursion
Maximum excursion in Right Direction while performing letter number sequencing, Post-Training
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80.3 percentage of center of pressure motion
Standard Deviation 10.2
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)The total time taken to complete the 4 meters will be noted. Speed will then be determined by using the formula distance (4 meters) covered by time taken to complete the test. Higher speed indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in 4 Meter Walk Test
Pre-Training
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0.95 m/s
Standard Deviation 0.08
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Change in 4 Meter Walk Test
Post-Training
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1.08 m/s
Standard Deviation 0.14
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)This is an oral trail making test which includes listing alternate letter and number from the cue given in sequence. This test will be performed under single and dual-task conditions. For the auditory clock test, the participant is provided with cues that include different times of the day (e.g., 3.15) and the participant has to answer a yes if the hour and the minute hand of the clock are on the same side and no if the hour and minute hand are on opposite side of the clock. For the letter number sequencing test, the participant will be provided sets of letters and numbers (e.g.., A1) and will be asked to list in sequence the consecutive letter and numbers (e.g., B2, C3, D4, E5) until the next cue is provided. The performance will be measured in terms of accuracy (number of correct responses out of the total responses) for both the tests. Higher accuracy i.e., higher percentage indicates better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change of Accuracy in Letter Number Sequencing
Single Task, Pre-Training
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65 percentage of total responses
Standard Deviation 27
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Change of Accuracy in Letter Number Sequencing
Single Task, Post-Training
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77 percentage of total responses
Standard Deviation 19
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Change of Accuracy in Letter Number Sequencing
Dual Task during forward leaning, Pre-Training
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69 percentage of total responses
Standard Deviation 23
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Change of Accuracy in Letter Number Sequencing
Dual Task during forward leaning, Post-Training
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63 percentage of total responses
Standard Deviation 33
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Change of Accuracy in Letter Number Sequencing
Dual Task during backward leaning, Pre-Training
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40 percentage of total responses
Standard Deviation 38
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Change of Accuracy in Letter Number Sequencing
Dual Task during backward leaning, Post-Training
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51 percentage of total responses
Standard Deviation 30
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Change of Accuracy in Letter Number Sequencing
Dual Task during left leaning, Pre-Training
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51 percentage of total responses
Standard Deviation 30
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Change of Accuracy in Letter Number Sequencing
Dual Task during left leaning, Post-Training
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57 percentage of total responses
Standard Deviation 31
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Change of Accuracy in Letter Number Sequencing
Dual Task during right leaning, Pre-Training
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50 percentage of total responses
Standard Deviation 31
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Change of Accuracy in Letter Number Sequencing
Dual Task during right leaning, Post-Training
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64 percentage of total responses
Standard Deviation 30
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)List Sorting Memory test to evaluate working memory. This test requires the participant to recall and sequentially list the visually and orally presented stimuli. The accuracy of the participants response is computer generated. Higher value indicate better performance. The total possible responses are 28.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in Working Memory
Pre-Training
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12.1 correct responses
Standard Deviation 1.0
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Change in Working Memory
Post-Training
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13.6 correct responses
Standard Deviation 2.8
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)Picture sequence memory test will assess episodic memory of the individual. The number of adjacent pairs of pictures placed correctly will score a point. The scores are computer generated. Higher value indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in Episodic Memory
Pre-Training
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17.3 accuracy (%)
Standard Deviation 9.6
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Change in Episodic Memory
Post-Training
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27.4 accuracy (%)
Standard Deviation 9.1
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)Flanker inhibitory control and attention test is used to evaluate the participants ability to inhibit the attention to the stimulus flanking it and focus on a particular stimulus. Accuracy of the responses are recorded and the scores are computer generated. Higher value indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in Accuracy of Flanker Inhibitory Control and Attention Test
Pre-Training
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39.6 % accurate
Standard Deviation 0.97
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Change in Accuracy of Flanker Inhibitory Control and Attention Test
Post-Training
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40 % accurate
Standard Deviation 0.0
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)Dimensional Change card sort assesses cognitive flexibility and attention. Participants are asked to match a series of bivalent pictures either by colors or shapes accordingly. Responses are computer recorded and accuracy scores are computer generated. Higher value indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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Change in Cognitive Flexibility and Attention
Pre-Training
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34.3 % accurate
Standard Deviation 5.4
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Change in Cognitive Flexibility and Attention
Post-Training
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38.5 % accurate
Standard Deviation 3.7
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PRIMARY outcome
Timeframe: Baseline (Week 0) and Immediate Post-training (Week 5)Pattern comparison processing speed test is used to evaluate the processing speed. The participants are expected to respond whether the two pictures side-by side are same or not the same. Accuracy will be recorded by the number of correct responses out of the total questions in 90 seconds. Scores are computer generated. Higher value indicate better performance.
Outcome measures
| Measure |
VR Cognitive-motor-balance Training
n=10 Participants
Virtual reality based cognitive-motor balance (VR-CogMoBal) training will be delivered using the commercially available Wii-Fit Nintendo in conjunction with cognitive training. All participants will undergo 12 sessions of training in a tapering manner for four weeks with 90 minutes of training per session, i.e., 5 sessions for the first week, 3 sessions for the second week, and 2 sessions for the third and fourth week. Each session will be divided into 3 sub-sessions, where each sub-session will consist of playing 4 games in conjunction with cognitive task. All the games will be performed using a Wii-Fit balance board in front of a TV screen.
VR Cognitive-motor-balance training: The participant will play four of the six balance board games Table tilt, Tightrope, Soccer, Balance bubble, Light Run and Basic Step (each game is max 1.5 minutes). Each game will be superimposed with any 3 of the 6 cognitive tasks (word list generation consisting of verbal fluency (VF) and category fluency (CF), digit recall (DR), analogies (AN), mental arithmetic (MA), repeated letter (RL). The cognitive tasks will be randomized making sure that all the cognitive tasks are played with all the games. The cognitive and balance board game scores will be noted on the scoring sheet for each session. A total 10 minutes rest interval between every sub-session will be mandatorily provided.
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|---|---|
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Change in Processing Speed
Pre-Training
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26.4 percentage of accurate responses
Standard Deviation 4.2
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Change in Processing Speed
Post-Training
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29.2 percentage of accurate responses
Standard Deviation 5.5
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SECONDARY outcome
Timeframe: Baseline (Week 0) and Immediate post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
It is the average speed of center of gravity movement during intentional movement measured in degrees per second under single and dual-task conditions. Higher values indicate better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
It is the magnitude of a self-initiated movement (i.e., how far he/she wills to reach a target) without taking a step or losing balance measured in percentage under single and dual-task conditions. Higher values indicate better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
It is the quality of a self-initiated movement (i.e., amount of movement actually exhibited towards the target to the amount of extraneous movement away from the target) measured in percentage under single and dual-task conditions. Higher values indicate better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Reactive balance control will be examined via the stance perturbation test under single and dual-task conditions (simultaneous performance of Letter number sequencing task or auditory stroop task). Postural stability can be defined as simultaneous control of center of mass (COM) position and velocity during slip-like or trip like perturbation relative to the rear edge of base of support (rear heel). The position is normalized with the individual's foot length, and velocity by square root of gravitational acceleration and individual's body height. Larger values indicate greater stability.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
This test involves responding to the pitch (high or low) of the words "High" or "Low". This test will be performed under single and dual-task conditions. Accuracy (number of correct responses out of the total responses) of Auditory stroop will be calculated. Higher accuracy indicates better performance. Higher values indicate better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Dual-task motor and cognitive cost will be calculated using the formula- \[(Dual-task performance- Single Task performance)/Single task performance\*100\]. This will be calculated for dual-task performance during intentional postural sway, reactive balance control and gait conditions. Lower cost indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Spatial and temporal gait parameters like step length, cadence and stride length will be determined during single and dual-task walking performance via the GaitRite mat. Higher values for step length and stride length, and lower cadence indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Interference in the reaction time via visual stroop task where the individual is expected to respond to the color in which the word is printed and not read the word. Performance will be identified via time taken to complete the test. Lower time indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Language fluency via verbal and category task will be administered. Performance will be identified via the total number of appropriate words responded on each of the task. Higher values indicate better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
The individual is asked to hit a key on the number keypad when a cue appears on the screen. Performance will be identified with time taken to hit the key after the individual sees the cue in seconds. Lower time indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Paired associated learning via grid task will be administered. Accuracy (number of correct responses out of the total responses) will be represented in percentage. Higher value indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
List Sorting Memory test to evaluate working memory. This test requires the participant to recall and sequentially list the visually and orally presented stimuli. The accuracy of the participant's response is computer generated. Higher value indicates better performance. The minimum score is 0% and maximum score is 100%
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
The individual is asked to hit a key on the number keypad when a cue appears on the screen. Performance will be identified with time taken to hit the key after the individual sees the cue in seconds. Lower time indicates better performance.
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 4)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
Fractional anisotropy (FA) is a scalar measure derived from diffusion tensor imaging (DTI) that quantifies the directional dependence of water molecule diffusion in biological tissues. Ranging from 0 (completely isotropic diffusion, as in cerebrospinal fluid) to 1 (fully anisotropic diffusion, seen in highly organized white matter tracts), FA reflects microstructural properties such as axonal density, myelination, and fiber coherence. Higher values indicate better integrity of white matter tracts
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
The Berg Balance Scale (BBS) is a standardized clinical assessment tool designed to evaluate static and dynamic balance abilities, primarily in older adults and individuals with neurological conditions. The scale score ranges form a minimum of 0 to a maximum of 56, with higher scores indicating better balance performance
Outcome measures
Outcome data not reported
SECONDARY outcome
Timeframe: Baseline (Week 0) and Post-training (Week 5)Population: Due to the emergence of the COVID-19 pandemic, this study was conducted primarily on Zoom, preventing the collection of data for this outcome measure, as the assessment is typically conducted in person.
The Physical Activity Scale for the Elderly (PASE) is a validated self-report questionnaire designed to quantify physical activity levels in adults aged 65+ through occupational, household, and leisure activities over a 7-day period. The scores ranges from 0-793 with higher score indicating better performance.
Outcome measures
Outcome data not reported
Adverse Events
VR Cognitive-motor-balance Training
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place