The relationship between a simulated glaucoma impairment and postural threat on quiet stance.

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-01-31 DOI:10.1007/s10055-024-01082-0
Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth
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引用次数: 0

Abstract

Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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