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. 2015 Jun 30;27(6):1883–1888. doi: 10.1589/jpts.27.1883

Table 2. Virtual reality-based training program.

Item Training method Time (min)
Sitting posture Both shoulders are in a 30° bent posture. In addition, both knees are in a 30° bent posture. The subjects are expected to maintain this position for 30 s, with their center of gravity coinciding with the red center in a yellow circle on the monitor. 2

The knee bend and the other leg knee extend The subjects maintain the sitting position for 30 s, with their center of gravity coinciding with the red center in a yellow circle on the monitor. On weight-bearing, the red stick rises, and the number of times the blue target is exceeded is recorded. The knee flexion angle is gradually increased to 30°, 45°, 60°, and 90°. 2–4

Walking a tightrope The subjects walk a tightrope by alternate weight shifting to left and right and are expected to reach the target without falling. They are required to widen bent knees quickly to go over obstacles, with the wind and flags providing a visual and balance challenge. 2

Penguin teeter-totter seesaw By alternate weight shifting to the left and right, the subjects are expected to catch fish without falling on the ice, which will cause the ice to tilt. The scores that can be obtained in accordance with the fish are diverse. 1.5

Balance skiing By moving the body’s center of gravity to the left or right, the subject passes between 19 flags; moving the center of the body forward helps increase the speed. Do not pass the flag, 7 s deduction is given per one. 1.5–2

Rolling marble board The subjects tilt the platform in multiple directions by shifting weight onto the ankle joints to place the ball in the target. If it passes through the stage, added additional time to the next stage. 1.5–3

Balance Mii The experimenter moves the body’s center of gravity in multiple directions with the subject’s Avatar (Mii) in a soap bubble; the goal is to steer to the target point. The subject has to be careful not to hit the wall, rock, or bees. 1.5