WING KEUNG IP

Dr. WING KEUNG IP

orcid

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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4 January 2025 in Virtual Reality
Verified
Journal Article
Open access
PDF file
WIWING KEUNG IP
WING KEUNG IP
Jeffrey SoarJeffrey Soar
Jeffrey Soar
CJChristina Anne James
Christina Anne James
SWSzu-Yao Wang
Szu-Yao Wang
KFKenneth N. K. Fong
Kenneth N. K. Fong
Using a Virtual Reality (VR) game-based application represents an innovative approach to falls prevention in community aged care service. The study investigated the effects of VR training on falls prevention among community-dwelling older adults with mild cognitive impairment. A pilot randomized controlled trial was conducted to compare the effects of full-immersive VR training with group-based exercise (Baduanjin) training on falls prevention. Eighteen participants were recruited through convenience sampling and were randomly assigned to either the VR group or the non-VR exercise group. Both groups participated in 16 falls prevention training sessions over eight weeks. Participants, identified with mild cognitive impairment (MCI), underwent three fall risk measurements. They had been screened using Montreal Cognitive Assessment (HK-MoCA). The primary outcomes assessed included changes in physical risk factors of falls (i.e. functional mobility, walk speed and postural balance), and the secondary outcomes assessed included changes in executive function and fall efficacy. The measurement of physical outcomes was Time Up and Go test (TUG), Berg balance scale (BBS) and Six-minute Walk Test (6MWT). The participants’ executive function and fear of falling were assessed through the Trail marking test (TMTA and TMTB) and the Fall Efficacy International scale (FES-I). The results showed that the VR group had significantly greater improvement than the non-VR group on measures of cognitive-motor performance, such as global cognition, functional mobility, balance and walk speed over time. However, no significant differences were observed between the two groups in executive functions and the fall efficacy. The study provides potential evidence that VR game-based cognitive-motor training can be effective for fall prevention in community dwelling older adults with MCI. However, the findings do not support significant improvements in secondary outcomes. Despite this, the growing trend of VR research suggests increasing interest and potential for future applications in aged care and rehabilitation services.

15 May 2025 in Sensors
Verified
Journal Article
Open access
PDF file
WIWING KEUNG IP
WING KEUNG IP
Jeffrey SoarJeffrey Soar
Jeffrey Soar
KFKenneth N. K. Fong
Kenneth N. K. Fong
SWSzu-Yao Wang
Szu-Yao Wang
CJChristina Anne James
Christina Anne James
Introduction: Virtual Reality (VR) training has potential evidence for reducing the risks of falls of older adults with mild cognitive impairment (MCI). There are indications of a positive training effect of a cognitive-motor intervention method to improve the postural balance and cognition for safer walking. This study aimed to evaluate the training effects of VR training for reducing the risks of falls among older adults with mild cognitive impairment (MCI). Methods: An experimental design was employed to evaluate how the participants attended a full-immersive VR Cave Automatic Virtual Environment (CAVE) training program. Fifty-five participants were randomly assigned to the VR group or the control group. The VR group received 16 training sessions over 8–10 weeks, while the control group received a non-VR falls prevention program. The primary outcome assessed any falls after the study, and the secondary outcomes assessed changes in cognition and executive function, walk speed and balance performances, and the psychological factor such as fear of falling relating to the risk factors of fall. Results: The VR group showed significantly greater improvement than the control group in terms of measures of cognitive-motor performance across group and time interaction. However, there were inconsistent results in functional mobility and fall efficacy between the two groups. Conclusion: This study provides promising evidence on the VR CAVE training for reducing the risks of falls among older adults with MCI from Hong Kong. VR technology-based applications are an emerging area in current aged care and rehabilitation services.

19 March 2024 in Human Behavior and Emerging Technologies
Verified
Journal Article
Open access
WIWING KEUNG IP
WING KEUNG IP
Jeffrey SoarJeffrey Soar
Jeffrey Soar
CJChristina Anne James
Christina Anne James
ZWZoe Wang
Zoe Wang
KFKenneth N. K. Fong
Kenneth N. K. Fong
Objective. Full immersive virtual reality (VR) technology shows potential for reducing the risks of falls in older adults. There is yet little evidence to support the usability and acceptance on using VR technology application in community aged care service. The study reports on research that aims to address that gap by evaluating the usefulness and acceptance of using an innovative VR application among Chinese older adults from Hong Kong. Methods. A single-arm exploratory study was conducted to evaluate how the participants experienced the use of a fully immersive cave automatic virtual environment (CAVE) VR program on fall prevention. Thirty-one participants were recruited by convenience sampling based on their fall concerns and potential risk of falls. The participants completed 16 training sessions over eight weeks using the VR CAVE application. They were asked to complete a VR usability questionnaire (HK-version) based on the Technology Acceptance Model and previous research, and they took fall risk assessments at the pretest, posttest, and follow-up. Results. The participants’ group significantly showed improvements in reducing the risk factors of falls including balance, functional mobility, walking speed, and fear of falling after VR intervention. Perceived usefulness (PU), perceived enjoyment (PE), user experience (UE), and intention to use (IU) had an overall significant change at different time points. These are important factors to influence the participants’ acceptance of the use of VR technology applications. Perceived ease of use (PEOU) and social norms (SNs) had an inconsistent result, and some items had low validity. The findings indicated a positive training effect on fall prevention and high acceptance of the adoption of the VR technology application. Conclusion. This study supports the growing evidence on the usefulness and acceptance of using full immersive VR training on fall prevention among Chinese older adults. They perceived that the VR CAVE application was useful and innovative as an effective fall prevention training. Technically, the application of VR CAVE technology faces many challenges and is not easily manageable under COVID-19 restrictions and the limitation on technological adaptation for older adults. However, investment in full immersive VR technology application is supported for future adoption in aged care and rehabilitation services.

4 August 2025 in Journal of Clinical Medicine
Verified
Journal Article
Open access
PDF file
MKMaryam Mehrinejad Khotbehsara
Maryam Mehrinejad Khotbehsara
Jeffrey SoarJeffrey Soar
Jeffrey Soar
SLSachithra Lokuge
Sachithra Lokuge
EKElham Mehrinejad Khotbehsara
Elham Mehrinejad Khotbehsara
WIWING KEUNG IP
WING KEUNG IP
Background: This systematic review investigates the role of virtual reality (VR)-based multisensory cognitive training in cognitive function, executive function and wayfinding ability among people diagnosed with mild cognitive impairment (MCI) and Alzheimer’s disease (AD). Methods: The review was carried out using PRISMA guidelines. PubMed, Scopus, Embase, and Google Scholar were searched up from inception to February 2025 using terms related to MCI, AD, VR, and cognitive functions. Studies were included if they involved participants with MCI or early AD, used VR-based training, collected baseline data, and reported cognitive outcomes. Results: Nine studies with MCI were included, but no eligible studies focused on AD. Seven out of nine eligible studies in MCI reported significant improvements in global cognitive function (MoCA, CERAD-K, MMSE). Some studies showed improvements in executive function (EXIT-25, TMT-A/B, and SCWT), while others found no significant differences. One study reported improved depression/mental status (GDS, MOSES, QoL-AD). Just one study reported improvement in functional ability (IADL). One study reported enhanced cognition and reduced discomfort (SSQ). VR programs were generally well-tolerated, with no significant adverse events reported. Conclusions: VR shows promise for improving cognitive function in MCI. VR also showed potential benefits in executive function and psychological outcomes like depression and quality of life, though consistency varied.

15 April 2025 in Preprints.org
Verified
Preprint
Open access
PDF file
WIWING KEUNG IP
WING KEUNG IP
Jeffrey SoarJeffrey Soar
Jeffrey Soar
KFKenneth Fong
Kenneth Fong
SWSzu-Yao Wang
Szu-Yao Wang
CJChristina Anne James
Christina Anne James
Introduction: Virtual Reality (VR) training indicated a positive training effect of a cognitive-motor intervention method to improve the postural balance and cognition for safer walking. This study aimed to evaluate the training effects of VR training for reducing the risks of falls among older adults with mild cognitive impairment (MCI). Methods: An experimental design was employed to evaluate how the participants attended a full-immersive VR Cave Automatic Virtual Environment (CAVE) training program. Fifty-five participants were randomly assigned into the VR group or the control group. The VR group received 16 training sessions over eight to ten weeks and the control group received a no VR falls prevention program. The primary outcome assessed any falls after the study and the secondary outcomes assessed changes in cognition and executive function, walk speed and balance performances, and the psychological factor such as fear of falling relating to the risk factors of fall. Results: The VR group showed significant greater improvement than the control group on measures of cognitive-motor performance across group and time interaction. However, there were shown inconsistent results in functional mobility and the fall efficacy between the two groups. Conclusion: This study provides promising evidence on the VR CAVE training for reducing the risks of fall among older adults with MCI from Hong Kong. VR technology-based applications are an emerging area in current aged care and rehabilitation services.