Alex van den Berg, Katherine L Poggensee, David Abbink, Laura Marchal-Crespo
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引用次数: 0
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.
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.