目的:欲透過Wii遊戲中所設計的虛擬實境功能,提供靜態平衡訓練時平衡控制之即時壓力中心位置視覺回饋,探討其對靜態平衡訓練之成效。方法:30名女性受試對象(21±1歲)隨機分派至Wii平衡訓練組、一般平衡訓練組,及控制組。Wii平衡訓練組與一般平衡訓練組參與每週三次,共四週的站姿平衡訓練。三組受試者於平衡訓練前、後分別施以單腳與雙腳開眼靜態站姿平衡能力之前、後測。使用一塊三軸測力板擷取壓力中心資料。以二因子混合設計進行統計分析。比較三組在前、後測間,壓力中心之參數是否有差異。統計水準訂為α=.05。結果:控制組與一般平衡訓練組之前、後測間的各壓力中心參數皆無顯著差異,Wii平衡訓練組在開眼單腳站立之壓力中心前後向最大位移量、壓力中心前後向位移變異量、壓力中心平均偏移半徑、壓力中心偏移半徑變異量等參數之前、後測間達顯著差異。結論:推論以開眼站立姿勢為訓練動作,並佐以Wii遊戲之虛擬實境功能,有效促進開眼單腳站立之平衡控制能力。
Purposes: The purpose of this study was to investigate the effects of virtual reality based standing posture training on static posture balance performance with real time visual feedback of center of pressure through the Wii balance game. Methods: Thirty female Subjects (age: 21±1 years) were grouped on the basis of random assignment (control group, general training group, and Wii training group). The training groups exercised three times per week on standing postural balance exercises. Measurements of balance were obtained on an AMTI force platform in one-legged stance and two-legged stance, before and after 4 weeks of exercise training. All data were analyzed using the two-ways mixed ANOVA to evaluate whether the test variable differed significantly between the pretest and posttest in three groups. The significance level was set at α=0.05. Results: As our results show, there was no significant difference in parameters of center of pressure between the pretest and posttest in control group and general training group. The Wii training group had significantly smaller maximum sway of center of pressure in anterior-posterior direction, variance of center of pressure sway in anterior-posterior direction, sway radius of center of pressure, and variance of center of pressure sway radius in pretest, compared to the posttest. Conclusion: In summary, we infer that virtual reality based standing posture training through a Wii balance game could improve the static posture balance ability.