Abstract

Virtual reality (VR) is an emerging technology offering tremendous opportunities to aid gait rehabilitation. To this date, real walking with users immersed in virtual environments with head-mounted displays (HMDs) is either possible with treadmills or room-scale (overground) VR setups. Especially for the latter, there is a growing interest in applications for interactive gait training as they could allow for more self-paced and natural walking. This study investigated if walking in an overground VR environment has relevant effects on 3D gait biomechanics. A convenience sample of 21 healthy individuals underwent standard 3D gait analysis during four randomly assigned walking conditions: the real laboratory (RLab), a virtual laboratory resembling the real world (VRLab), a small version of the VRlab (VRLab−), and a version which is twice as long as the VRlab (VRLab+). To immerse the participants in the virtual environment we used a VR-HMD, which was operated wireless and calibrated in a way that the virtual labs would match the real-world. Walking speed and a single measure of gait kinematic variability (GaitSD) served as primary outcomes next to standard spatio-temporal parameters, their coefficients of variant (CV%), kinematics, and kinetics. Briefly described, participants demonstrated a slower walking pattern (−0.09 ± 0.06 m/s) and small accompanying kinematic and kinetic changes. Participants also showed a markedly increased gait variability in lower extremity gait kinematics and spatio-temporal parameters. No differences were found between walking in VRLab+ vs. VRLab−. Most of the kinematic and kinetic differences were too small to be regarded as relevant, but increased kinematic variability (+57%) along with increased percent double support time (+4%), and increased step width variability (+38%) indicate gait adaptions toward a more conservative or cautious gait due to instability induced by the VR environment. We suggest considering these effects in the design of VR-based overground training devices. Our study lays the foundation for upcoming developments in the field of VR-assisted gait rehabilitation as it describes how VR in overground walking scenarios impacts our gait pattern. This information is of high relevance when one wants to develop purposeful rehabilitation tools.

Highlights

  • Virtual reality (VR) is an emerging technology which offers access to a variety of yet partly unexplored possibilities in the field of physical rehabilitation, both from a clinical and research perspective (Canning et al, 2020)

  • Following significant results of the repeated measures ANOVA, subsequent post-hoc tests identified the coefficient of variation for step width (p < 0.001) and foot off (p < 0.001) as statistically increased when walking in the virtual laboratory resembling the real world (VRLab) compared to the real laboratory (RLab)

  • We have investigated if walking in an overground VR environment with an head-mounted displays (HMDs) has a relevant effect on fullbody 3D gait biomechanical variables

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Summary

Introduction

Virtual reality (VR) is an emerging technology which offers access to a variety of yet partly unexplored possibilities in the field of physical rehabilitation, both from a clinical and research perspective (Canning et al, 2020). Driving factors for using VR in rehabilitation are that it offers great potential to increase intrinsic motivation, promote a more joyful and motivational exercise experience, and it was shown to reduce the perception of pain and discomfort (Benham et al, 2019; Chen et al, 2021). As already demonstrated by Chen et al (2021), VR might increase adherence in exercise, which is a key factor for an effective and efficient therapy. It is, not surprising that there is a constantly growing body of literature showing that VR can be a safe (Held et al, 2018) and effective tool in supporting physical rehabilitation. It was demonstrated that VR can support gait rehabilitation for patients with Parkinson’s Disease (Mirelman et al, 2011; Lu et al, 2021), retrain gait symmetry (Shideler et al, 2021), restore function after stroke (Ahn and Hwang, 2019; Palacios-Navarro and Hogan, 2021; Peng et al, 2021), support neuro-psychomotor rehabilitation of children with cerebral palsy (de Oliveira et al, 2016), improve balance and gait in older adults (de Vries et al, 2020; Lee, 2020; Willaert et al, 2020; Delgado and Der Ananian, 2021), and is being used to support gait training after amputation (Darter and Wilken, 2011)

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