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The Utility of a Virtual Reality Locomotion Interface for Studying Gait Behavior

Objective: To investigate the effect of optic flow on gait behavior during treadmill walking using an immersive virtual reality (VR) setup and compare it with conventional treadmill walking (TW) and overground walking (OW). Background: Previous research comparing TW with OW speculated that a lack of...

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Bibliographic Details
Published in:Human factors 2007-08, Vol.49 (4), p.696-709
Main Authors: Sheik-Nainar, Mohamed A., Kaber, David B.
Format: Article
Language:English
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Summary:Objective: To investigate the effect of optic flow on gait behavior during treadmill walking using an immersive virtual reality (VR) setup and compare it with conventional treadmill walking (TW) and overground walking (OW). Background: Previous research comparing TW with OW speculated that a lack of optic flow (relative visual movement between a walker and the environment) during TW may have led to perceptual cue conflicts, resulting in differences in gait behavior, as compared with OW. Method: Participants walked under three locomotion conditions (OW, TW, and TW with VR [TWVR]) under three walking constraint conditions (no constraint, a temporal/pacing constraint, and a spatial/path-following constraint). Presence questionnaires (PQs) were administered at the close of the TWVR trials. Trials were subjected to video analysis to determine spatiotemporal and kinematics variables used for comparison of locomotion conditions. Results: ANOVA revealed gait behavior during TWVR to be between that of OW and TW. Speed and cadence during TWVR were significantly different from those of TW, whereas knee angle was comparable to that of OW. Correlation analysis of PQ scores with gait measures revealed a positive linear association of the distraction subfactor of the PQ with walking speed during TWVR, suggesting an increase in the sense of presence in the virtual environment led to increases in walking speed. Conclusion: The results demonstrate that providing optic flow during TW through VR has an impact on gait behavior. Application: This study provides a basis for developing simple VR locomotion interface setups for gait research.
ISSN:0018-7208
1547-8181
DOI:10.1518/001872007X215773