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ORIGINAL RESEARCH article
Front. Sports Act. Living
Sec. Sports Science, Technology and Engineering
Volume 6 - 2024 |
doi: 10.3389/fspor.2024.1447866
This article is part of the Research Topic User-Centered Technology for Exercise Optimization in Older Adults View all 6 articles
Effects of an exercise program with augmented reality on functional fitness and physical activity of community-dwelling older adults
Provisionally accepted- 1 Department of Sports and Health, University of Evora, Évora, Portugal
- 2 Comprehensive Health Research Center, New University of Lisbon, Lisboa, Portugal
- 3 Department of Physical Education and Sports, University of Seville, Seville, Spain
- 4 Epidemiology of Physical Activity and Fitness across Lifespan Research Group (EPAFit), University of Seville,, Seville, Spain
- 5 Laboratory for Robotics and Engineering Systems (LARSyS), Instituto Superior Técnico (ISR), Lisboa, Portugal
- 6 GENUD (Growth, Exercise, NUtrition and Development) Research Group, Universidad de Zaragoza, Zaragoza, Spain
- 7 Aragon Agrifood Research and Technology Center (CITA), Zaragoza, Aragon, Spain
- 8 Department of Physiatry and Nursing, Faculty of Health and Sport Science FCSD, University of Zaragoza,, Zaragoza, Spain
Background: This study aims to investigate the effects of a multimodal program using augmented reality on the functional fitness and physical activity of older adults living in the community.Method: Seventy-eight older adults living in the community participated in this study. Participants were divided into three groups: a control group that maintained their usual activities, and two experimental groups, one with multimodal training (EG1) and the other with multimodal training combined with augmented reality (EG2). Participants were assessed at baseline and post-intervention, after 12 weeks. Functional fitness was assessed using the Rikli and Jones Senior Fitness Test, handgrip strength, the functional reach test, and the Fullerton Advanced Balance Scale. Physical activity was measured using accelerometry.Results: In EG1, lower limb flexibility, agility, cardiorespiratory fitness, and balance improved significantly between baseline and the 12-week outcome (p≤0.001 for all). In EG2, improvements were observed in upper and lower limb strength, lower limb flexibility, agility, cardiorespiratory fitness, handgrip strength, and balance (p<0.05 for all). Sedentary behavior increased in EG1 after the intervention. The clinical effect sizes of the interventions were large for balance (ES=1.19) in EG1 and for upper limb strength (ES=1.24) in EG2, and medium for cardiorespiratory fitness (ES=0.74), agility (ES=0.50), and lower limb flexibility (ES=0.65) in EG1, and lower limb strength (ES=0.61) and cardiorespiratory fitness (ES=0.79) in EG2.Both intervention programs led to improvements in several functional domains. However, the multimodal training combined with augmented reality program showed improvements across more domains, resulting in greater changes. Physical activity did not show significant improvements.
Keywords: physical function, physical activity, older adults, augmented reality, multimodal training
Received: 12 Jun 2024; Accepted: 09 Dec 2024.
Copyright: © 2024 Ferreira, Marmeleira, Del Pozo Cruz, Leite, Bernardino, Moradell and Raimundo. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Soraia Ferreira, Department of Sports and Health, University of Evora, Évora, Portugal
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