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TRUVACE RECORD VERSION record: TRV-2026-2331 version: 1 kind: certified reason: Certified into the record timestamp: 2026-11-01T22:08:31.366312Z status: published lens: g_space sector: health headline: Comparison of the effects of artificial intelligence, virtual reality, and traditional balance training programs on balance and gait in older adults dek: 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… gain_title: 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. problem_title: (none) trace_subject: (none) gain_reading: 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. gain_evidence: VR and AI produced greater gait-speed gains than TB (both p < .001, no VR-AI difference) | AI the largest GSR reduction problem_reading: (none) problem_evidence: (none) quick_read: 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. 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. limitation: The trial enrolled only 48 adults aged 60-75 living in retirement homes, and the AI program was generated by ChatGPT-4o but delivered by a human instructor, so results may not generalise to other populations or to unsupervised AI use. tag: Evidence-backed gain key_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. 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_reviewed | Disability and Rehabilitation: Assistive Technology | https://doi.org/10.1080/17483107.2026.2754660 | 2026-10-31 prev: 0000000000000000000000000000000000000000000000000000000000000000
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