AI-designed exercise plan helped older adults walk faster than standard balance training
Study title: Comparison of the effects of artificial intelligence, virtual reality, and traditional balance training programs on balance and gait in older adults
Researchers randomly assigned 48 retirement-home residents aged 60-75 to one of three eight-week programs: a virtual reality exergame, an exercise plan written by ChatGPT-4o and delivered by an instructor, or traditional balance training. Balance and gait measures were taken before, after, and at a two-month follow-up.
Read the study abstract
Purpose: With ageing, the ability to maintain balance and gait declines, leading to falls and reduced independence. This trial compared an AI-generated, human-delivered exercise program (ChatGPT-4o), a virtual reality (VR) exergaming program, and a traditional balance (TB) training program on balance and gait in older adults residing in retirement homes. Materials and methods: In this stratified, parallel-group, randomised controlled trial, 48 older adults aged 60-75 years were allocated 1:1:1 to VR (Xbox Kinect…

In brief
Falls and loss of independence are major concerns with ageing, so cheap and scalable ways to design exercise programs matter. The findings suggest technology-assisted programs may add gait benefits, but the trial was small and limited to one age band and setting, and the AI only generated the program while a human delivered it.
Main points
- All three groups improved significantly over time on balance and gait measures.
- AI and VR groups gained more gait speed than traditional training, with no difference between AI and VR.
- VR produced the largest cadence gains, while AI produced the largest reduction in Gait Stability Ratio.
- Usability scored 82.4 for VR and 74.6 for the instructor-delivered AI program.
- No adverse events occurred during the trial.
The gain
An exercise program generated by ChatGPT-4o and delivered by an instructor produced greater gait-speed gains than traditional balance training and the largest reduction in Gait Stability Ratio among older adults.
The rundown
The trial was stratified and parallel-group, with 16 participants in each arm. Sessions lasted 60 minutes, three times per week for 8 weeks, followed by a 2-month follow-up.
Outcomes included balance, mobility, balance confidence, gait speed, cadence, Gait Stability Ratio, and usability on the System Usability Scale. Group-by-time interactions were significant for all outcomes except balance confidence (p = .063 after correction).
The authors conclude that AI-, VR-, and traditional training can each improve balance and gait, and that technology-assisted programs offer extra gait benefits supporting personalised, hybrid rehabilitation.
Sources
- Peer-reviewedDisability and Rehabilitation: Assistive Technology2026-10-31
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The debate