Visual Disturbances to Avatar Foot Position Increase Step-width Variability in Immersive VR Treadmill Walking.

IF 4.8 2区 医学 Q2 ENGINEERING, BIOMEDICAL
Alex van den Berg, Katherine L Poggensee, David Abbink, Laura Marchal-Crespo
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Abstract

Gait variability, the subtle fluctuations in walking patterns, is crucial for adaptation and motor learning. While existing methods to increase gait variability often rely on force-based perturbations, these can reduce motivation. This study explored if a subtle visual feedback distortion (VFD), applied to a first-person avatar's foot position in an immersive virtual reality environment, could increase gait variability without such a drawback. Twenty healthy adults walked on a treadmill wearing a head-mounted display and motion trackers, performing a stepping task under two conditions: with and without VFD. The VFD introduced a continuously changing, noise-like offset to the displayed foot positions, designed to be minimally noticeable. We quantified gait variability through the standard deviation of step width and step length and collected self-report measures on embodiment, motivation, and simulator sickness. We found that VFD significantly increased step width variability by about 15%, indicating enhanced lateral adaptability. In contrast, step length variability remained unchanged. Participants adjusted their foot placement in the opposite direction of the visual distortion, supporting the idea that proprioceptive recalibration underpinned the observed changes. Notably, this increase in variability occurred without any significant effects on embodiment, motivation, or simulator sickness. These findings suggest that subtle VFD can enhance gait variability-potentially facilitating motor learning and adaptability-while preserving user experience and motivation. Future research should determine whether such VFD-based interventions yield lasting functional improvements and investigate their applicability in rehabilitation contexts, potentially offering a noninvasive, user-friendly approach to promoting healthy gait dynamics.

虚拟角色脚位的视觉干扰增加了沉浸式VR跑步机行走的步宽可变性。
步态变异性,即行走方式的细微波动,对适应和运动学习至关重要。虽然现有的增加步态变异性的方法通常依赖于基于力的扰动,但这些方法会降低动力。这项研究探索了一种微妙的视觉反馈失真(VFD),应用于沉浸式虚拟现实环境中的第一人称角色的脚位置,是否可以增加步态的可变性,而不会有这样的缺点。20名健康成年人戴着头戴式显示器和运动追踪器在跑步机上行走,在有和没有VFD两种情况下执行一项行走任务。VFD在显示的脚位置上引入了一个连续变化的、类似噪音的偏移,设计成最小程度的引人注目。我们通过步宽和步长的标准偏差量化步态变异性,并收集体现、动机和模拟器疾病的自我报告测量。我们发现VFD显著增加了约15%的台阶宽度变异性,表明增强了横向适应性。相比之下,步长变异性保持不变。参与者在视觉扭曲的相反方向调整脚的位置,支持本体感觉重新校准支持观察到的变化的观点。值得注意的是,这种可变性的增加对体现、动机或模拟病没有任何显著影响。这些发现表明,细微的VFD可以增强步态的可变性——潜在地促进运动学习和适应性——同时保留用户体验和动机。未来的研究应该确定这种基于vfd的干预是否能产生持久的功能改善,并调查其在康复环境中的适用性,从而可能提供一种无创的、用户友好的方法来促进健康的步态动力学。
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
CiteScore
8.60
自引率
8.20%
发文量
479
审稿时长
6-12 weeks
期刊介绍: Rehabilitative and neural aspects of biomedical engineering, including functional electrical stimulation, acoustic dynamics, human performance measurement and analysis, nerve stimulation, electromyography, motor control and stimulation; and hardware and software applications for rehabilitation engineering and assistive devices.
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