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A comparison of balance between real and virtual environments: differences, role of visual cues and full-body avatars, a quasi-experimental clinical study
Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to a...
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Published in: | Virtual reality : the journal of the Virtual Reality Society 2024-08, Vol.28 (3), p.146, Article 146 |
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Main Authors: | , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites |
Online Access: | Get full text |
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Summary: | Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to assess static and dynamic balance performances between VR and real life to set the reference values. A second session involved three VR conditions applied in a randomised order: i.e. full-body avatar, enhanced visual cues, or a combination of both conditions. Performances of the centre of pressure (COP) were recorded on a force plate. Seventy (70) people took part in the first session and 74 in the second. During the first session, a significant difference was observed in left static, right static and right dynamic COP distance (respectively SMD = − 0.40 [− 0.73, − 0.06],
p
= 0.02, − 0.33 [− 0.67, 0.00],
p
= 0.05, SMD = − 0.61 [− 0.95, − 0.27],
p
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ISSN: | 1434-9957 1359-4338 1434-9957 |
DOI: | 10.1007/s10055-024-01029-5 |