Abstract

Background The aim of this study was to examine the kinematic gait adjustments performed in response to passive and photorealistic virtual reality environment (VRE) demands during over-ground and treadmill walking conditions and determine whether the surface presentation order affects the gait adjustments in response to different VREs. Methods Twenty young participants divided into two groups performed two virtual reality (VR) walking protocols which included two different VREs (snowy and crowded conditions). Group A performed the VR over-ground protocol (four natural walking (NW), seven VR snowy, and seven VR crowded trials) followed by the VR treadmill protocol (four NW, one VR snowy, and one VR crowded trials); Group B performed the VR treadmill protocol (four NW, seven VR snowy, and seven VR crowded trials) followed by the VR over-ground protocol (four NW, one VR snowy, and one VR crowded trials). Center of mass (COM) excursion angles and mediolateral (ML) COM excursions were analyzed and used as outcome measures. Results Group A showed higher COM excursion angles and ML-COM excursion on over-ground VR trials compared to NW trials (p < 0.05), while Group B only showed kinematic changes for the crowded VRE compared to NW trials during the treadmill walking protocol (p < 0.05). Post over-ground exposure, Group A showed greater COM excursion angle and ML-COM excursions on VR trials compared to NW trials during the treadmill walking protocol (p < 0.05). Post treadmill exposure, Group B only showed higher COM excursion angles for the snowy VRE compared to NW trials during the over-ground walking protocol (p < 0.01). Conclusion Results showed that higher kinematic gait adjustments in response to VRE demands were observed during over-ground walking. Additionally, higher sensorimotor responses to VRE demands were observed when the VR protocol was first performed on the over-ground surface and followed by the treadmill walking condition (Group A) compared to the opposite (Group B).

Highlights

  • Gait adaptation is a notable ability of humans with important implications for meeting environmental demands [1, 2]

  • This study demonstrated that healthy young adults showed greater levels of kinematic gait adjustments in response to virtual reality environment (VRE) demands during walking on an over-ground surface than during walking on a treadmill as assessed by Center of mass (COM) excursion angles and ML-COM excursions

  • More consistent overall immersion-induced kinematic responses to VRE demands were observed when the initial exposure to the VREs was performed on the more realistic over-ground surface compared to being first provided on the treadmill condition

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Summary

Introduction

Gait adaptation is a notable ability of humans with important implications for meeting environmental demands [1, 2]. Group A showed higher COM excursion angles and ML-COM excursion on over-ground VR trials compared to NW trials (p < 0:05), while Group B only showed kinematic changes for the crowded VRE compared to NW trials during the treadmill walking protocol (p < 0:05). Post over-ground exposure, Group A showed greater COM excursion angle and ML-COM excursions on VR trials compared to NW trials during the treadmill walking protocol (p < 0:05). Group B only showed higher COM excursion angles for the snowy VRE compared to NW trials during the over-ground walking protocol (p < 0:01). Higher sensorimotor responses to VRE demands were observed when the VR protocol was first performed on the over-ground surface and followed by the treadmill walking condition (Group A) compared to the opposite (Group B)

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