Oshin Wilson

Ms. Oshin Wilson

School of Engineering & Applied Sciences, University of the District of Columbia, Washington D.C., USA

Research Focus & Metrics

Academic Career Length

3Years (2024-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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27 May 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
Oshin WilsonOshin Wilson
Oshin Wilson
NANicole Arnold
Nicole Arnold
LTLara Thompson
Lara Thompson
Each year, over 25% of adults aged sixty-five years old or older suffer a fall, and three million are treated for fall-related injuries due to lack of balance. Here, we aimed to investigate how virtual reality (VR)-based training affects balance performance and confidence in older adults. To accomplish this goal, we studied 21 healthy, older individuals between 60 and 85 years old, both pre- and post-training (6 weeks of training, twice per week (or 12 sessions)). The VR group donned an Oculus VR headset and consisted of nine participants (aged 75.9 ± 3.7 years old), while the control group (aged 75.1 ± 6.7 years old) performed training without a headset and consisted of eight participants that completed our study. To assess balance ability, we utilized the Balance Error Scoring System (BESS) and the Timed Up and Go (TUG) test. To assess balance confidence, we implemented the Activities-Specific Balance Confidence (ABC) Scale and, to assess fear of falling, the Tinetti Falls Efficacy Scale (FES). Further, we assessed depression (via the Geriatric Depression Scale (GDS)) and cognitive ability (via the Mini-Mental State Examination (MMSE)). The post-training results showed improvements in balance ability for both the VR and control groups, as well as changes in the relationship between balance confidence and balance ability for the VR group only. Further, improvements in cognitive ability were seen in the control group. This study is an indication that older individuals’ balance ability may benefit from several weeks of targeted training.

15 August 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
NANicole Arnold
Nicole Arnold
Oshin WilsonOshin Wilson
Oshin Wilson
LTLara Thompson
Lara Thompson
Postural imbalance is a leading cause of injury in older adults. Our study investigated the effectiveness of virtual reality (VR)-based interventions on balance ability in this population. Here, we examined 21 older, healthy adults (75.8 ± 5.2 years old). Participants performed 6 weeks of balance training, twice per week for 30 min; the experimental group donned an Oculus VR headset during the training while control participants did not. To assess balance ability, a force platform measured displacement of the center of pressure (COP) during quiet standing in double-leg, tandem, and single-leg stances with eyes closed pre- and post-assessment. COP measurements included mediolateral (ML) and anterior–posterior (AP) directions for root mean square (RMS), peak-to-peak displacement (MAXD), total excursion (TE), and 95% confidence area ellipse (AE) parameters. Post-training assessments showed improvements (significant decreases) in the COP parameters. Control group COP parameters improved in various stances ranging from a 3% to 40% decrease on average. The VR group improved MAXD, TE, and 95% AE ranging from a 5% to 47% decrease, on average, across various stances post- compared to pre-training. VR-based exercise training programs may encourage older adults to engage in mobility exercises, leading to a reduced risk of falls or injuries.

15 July 2024 in Annual International Conference of the IEEE Engineering in Medicine and Biology Society
Verified
Conference Paper
Closed access
Oshin WilsonOshin Wilson
Oshin Wilson
FBFrank Borris
Frank Borris
BTBridget Thorpe
Bridget Thorpe
ANAliya Newby
Aliya Newby
YHYounes El Hakour
Younes El Hakour
LTLara Thompson
Lara Thompson
The purpose of our study was to investigate virtual reality (VR)-based and traditional balance training methods' effects on balance confidence and balance ability. Falls and imbalance are a major concern for the rapidly growing population of older adults. Thus, there is a need to seek out alternatives to traditional balance programs, particularly ones that can be translated to one's home environment. Within our study, two groups of participants (60 to 80 years old) were trained and assessed: the experimental (VR) group and the control group, 4 participants/group. Training involved balance exercises spanning 6 weeks, two training sessions/week either with or without the VR headset. Pre- and post-training assessments were conducted to gauge changes in balance ability and confidence (Balance Error Scoring System (BESS) and the Activities Specific Balance Confidence (ABC) Scale, respectively). Changes in balance confidence pre- versus post-training were not observed. However, results revealed that there were improvements (decreases in BESS errors) in balance ability in both VR and C groups.