Walking in an Immersive Virtual Reality

F. Menegoni, G. Albani, M. Bigoni, L. Priano, C. Trotti, M. Galli, A. Mauro
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引用次数: 16

Abstract

The aim of this study was to investigate the effects on gait induced by a completely immersive Virtual Reality (VR) with and without perturbation. Ten healthy subjects were analyzed during over-ground walking in different conditions: standard gait, VR gait and perturbed VR gait. Results showed that subjects immersed in the virtual environment walked slowly, with decreased cadence (-13%) and stride length (-28%) as well as increased base of support in terms of step width (+20%). The perturbation of the VR caused an interesting effect: many computed parameters, still away from the standard gait condition, improved if compared to the unperturbed VR condition. In conclusion, walking in VR leads to gait instability, which is less pronounced in presence of perturbation, probably due to the reweight of sensory inputs. This study could represent the first step for the application of the proposed VR environment to pathological subjects.
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在沉浸式虚拟现实中行走
本研究的目的是研究具有和不具有扰动的完全沉浸式虚拟现实(VR)对步态的影响。对10名健康受试者在不同条件下的地面行走进行分析:标准步态、虚拟现实步态和扰动虚拟现实步态。结果表明,沉浸在虚拟环境中的受试者行走速度变慢,步幅和步幅分别下降13%和28%,支撑基础的步宽增加20%。虚拟现实的扰动引起了一个有趣的结果:与未受干扰的虚拟现实条件相比,许多计算参数仍然远离标准步态条件,但有所改善。总之,在VR中行走会导致步态不稳定,而在存在扰动的情况下,这种不稳定不那么明显,这可能是由于感觉输入的重加权。本研究是将虚拟现实环境应用于病理受试者的第一步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Studies in Health Technology and Informatics
Studies in Health Technology and Informatics Health Professions-Health Information Management
CiteScore
1.20
自引率
0.00%
发文量
1463
期刊介绍: This book series was started in 1990 to promote research conducted under the auspices of the EC programmes’ Advanced Informatics in Medicine (AIM) and Biomedical and Health Research (BHR) bioengineering branch. A driving aspect of international health informatics is that telecommunication technology, rehabilitative technology, intelligent home technology and many other components are moving together and form one integrated world of information and communication media.
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