Gait stability in virtual reality: effects of VR display modality in the presence of visual perturbations.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Elizabeth B Wilson, J Stephen Bergquist, W Geoffrey Wright, Daniel A Jacobs
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Abstract

Purpose: Virtual reality (VR) has emerged as a pivotal tool for studying balance and postural control mechanisms, leveraging unpredictable visual disturbances that dynamically challenge visuomotor processing. However, the quantity and quality of information available in the visual field may differ between VR systems, potentially introducing conflict with the intended perturbation inputs. Consequently, the extent to which a VR system used in a visual perturbation paradigm influences its ability to elicit compensatory gait behaviors remains unclear. Here we investigate the impact of (1) VR display modality and (2) the direction of visual perturbations on spatiotemporal gait parameters and measures of stability in VR.

Methods: Participants were tasked with maintaining steady-state walking on a self-paced treadmill while viewing a VR scene presented in either a rear-projection curved screen immersive room (IR) or a head-mounted display (HMD). During trials with augmented visual perturbations, pseudorandom oscillations were combined with forward walking speed either in the anterior-posterior (AP), or medio-lateral (ML) direction. Linear mixed-effects models were used to analyze the impact of VR display type and visual perturbations on spatiotemporal gait parameters, stability measures, and joint kinematics.

Results: For self-paced walking in matched VR optic flow, we found that the HMD increased the variability of several parameters related to walking speed control, but did not significantly impact any gait parameter average values. Superimposing visual perturbations along the ML axis increased gait variability and decreased walking stability in both VR systems, but the perturbations had stronger effects if presented in the HMD.

Conclusion: Together, these findings suggest that portable light-weight HMD systems can provide affordable, reliable tools for studying and training balance control and locomotion.

虚拟现实中的步态稳定性:存在视觉扰动的VR显示方式的影响。
目的:虚拟现实(VR)已经成为研究平衡和姿势控制机制的关键工具,利用动态挑战视觉运动处理的不可预测的视觉干扰。然而,在不同的虚拟现实系统中,视野中可用信息的数量和质量可能有所不同,这可能会与预期的扰动输入产生冲突。因此,在视觉扰动范式中使用的VR系统影响其引发代偿步态行为的能力的程度仍不清楚。在这里,我们研究了(1)VR显示方式和(2)视觉扰动方向对VR中时空步态参数和稳定性测量的影响。方法:参与者的任务是在自定节奏的跑步机上保持稳定的行走状态,同时观看在后投影曲面屏幕沉浸式房间(IR)或头戴式显示器(HMD)中呈现的VR场景。在增强视觉扰动的试验中,伪随机振荡与前后(AP)或中外侧(ML)方向的向前行走速度相结合。采用线性混合效应模型分析了VR显示类型和视觉扰动对时空步态参数、稳定性指标和关节运动学的影响。结果:在匹配的VR光流中,我们发现HMD增加了与步行速度控制相关的几个参数的变异性,但对任何步态参数平均值没有显著影响。在两个VR系统中,沿ML轴叠加的视觉扰动增加了步态变异性,降低了行走稳定性,但如果在HMD中呈现,则扰动的影响更强。结论:综上所述,这些发现表明便携式轻质HMD系统可以为研究和训练平衡控制和运动提供经济可靠的工具。
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
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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