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Gaze direction affects walking speed when using a self-paced treadmill with a virtual reality environment
•Virtual reality (VR) dual tasks affect gait differently than real world dual tasks.•Visual tasks high in the VR environment cause an increase in gait speed.•Visual tasks can influence gait in a computer assisted rehabilitation environment. In a previous study it was observed that participants incre...
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Published in: | Human movement science 2019-10, Vol.67, p.102498-102498, Article 102498 |
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Main Authors: | , , , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | •Virtual reality (VR) dual tasks affect gait differently than real world dual tasks.•Visual tasks high in the VR environment cause an increase in gait speed.•Visual tasks can influence gait in a computer assisted rehabilitation environment.
In a previous study it was observed that participants increase their walking speed during a dual task while walking on a self-paced treadmill in a virtual reality (VR) environment (Gait Real time Analysis Interactive Lab (GRAIL)). This observation is in contrast with the limited resources hypothesis, which suggests walking speed of healthy persons to decrease when performing a cognitive dual task.
The aim of the present study was therefore to determine whether the cognitive demand of the task, an aroused feeling, discrepancy in optic flow or a change in gaze direction caused participants to walk faster in this computer assisted rehabilitation environment.
The GRAIL included a self-paced treadmill, a motion-capture system and synchronized VR environments.
Thirteen healthy young adults (mean age 21.6 ± 2.5) were included in this study. Participants walked on the self-paced treadmill while seven different intervention conditions (IC) were offered. Prior to each IC, a control condition (CC) was used to determine the natural self-selected walking speed. Walking speed during the last 30 s of each IC was compared with the walking speed during the last 30 s of the preceding CC.
Results show that the height on which a visual task was presented in the VR environment, influenced walking speed. Participants walked faster when gaze was directed above the focus of expansion.
These findings contribute to a further understanding of the differences between walking in a real life environment or computer assisted rehabilitation environment. When analyzing gait on a self-paced treadmill in the future, one must be attentive where to place a visual stimulus in the VR environment. |
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ISSN: | 0167-9457 1872-7646 |
DOI: | 10.1016/j.humov.2019.102498 |