ArticleJournal of neuroengineering and rehabilitation2020
Characterization of speed adaptation while walking on an omnidirectional treadmill.
Article in Journal of neuroengineering and rehabilitation, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 13 papers.
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Who cites it
13 citing papers in PubMed.
- Feasibility and Usability of an Omnidirectional Treadmill-Based Virtual Reality Rehabilitation Game: A Mixed-Methods Feasibility Study.Physical therapy · 2025Article
- A Real-Time Vision-Based Adaptive Follow Treadmill for Animal Gait Analysis.Sensors (Basel, Switzerland) · 2025Article
- Obstacle Circumvention Strategies During Omnidirectional Treadmill Walking in Virtual Reality.Sensors (Basel, Switzerland) · 2025Article
- Characteristics of ankle kinematics in patients with ankle instability with or without an osteochondral lesion of the talus.Frontiers in sports and active living · 2025Article
- Metabolic cost and mechanical work of walking in a virtual reality emulator.European journal of applied physiology · 2024Article
- Gait patterns during overground and virtual omnidirectional treadmill walking.Journal of neuroengineering and rehabilitation · 2024Article
- Virtual reality-based interventions for the rehabilitation of vestibular and balance impairments post-concussion: a scoping review.Journal of neuroengineering and rehabilitation · 2023Article
- Dual-Task Abilities During Activities Representative of Daily Life in Community-Dwelling Stroke Survivors: A Pilot Study.Frontiers in neurology · 2022Article
- Gait variability during abrupt slow and fast speed transitions in older adults with mild cognitive impairment.PloS one · 2022Article
- Virtual reality-based assessment of cognitive-locomotor interference in healthy young adults.Journal of neuroengineering and rehabilitation · 2021Article
- The Untapped Potential of Virtual Reality in Rehabilitation of Balance and Gait in Neurological Disorders.Frontiers in virtual reality · 2021Article
- A Review of the Potential of Virtual Walking Techniques for Gait Rehabilitation.Frontiers in human neuroscience · 2021Review
- Overground to omnidirectional: Spatiotemporal and muscle activation pattern adaptations across walking modalities, virtual reality, and pace constraints.Journal of rehabilitation and assistive technologies engineeringArticle
Corrections and comments
- Erratum issued
Authors and funding
2 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundConventional treadmills are widely used for gait retraining in rehabilitation setting. Their usefulness for training more complex locomotor tasks, however, remains limited given that they do not allow changing the speed nor the direction of walking which are essential walking adaptations for efficient and safe community ambulation. These drawbacks can be addressed by using a self-pace omnidirectional treadmill, as those recently developed by the gaming industry, which allows speed changes and locomotor movements in any direction. The extent to which these treadmills yield a walking pattern that is similar to overground walking, however, is yet to be determined.
methodsThe objective of this study was to compare spatiotemporal parameters, body kinematics and lower limb muscle activation of healthy young individuals walking at different speeds (slow, comfortable, fast) on a low-cost non-motorized omnidirectional treadmill with and without virtual reality (VR) vs. overground.
resultsResults obtained from 12 young healthy individuals (18-29 years) showed that participants achieved slower speed on the treadmill compared to overground. On the treadmill, faster walking speeds were achieved by a mere increase in cadence, as opposed to a combined increase in cadence and step length when walking overground. At matched speed, enhanced stance phase knee flexion, reduced late stance ankle plantarflexion, as well as enhanced activation amplitudes of hip extensors in late stance and hip extensors in early swing were observed. The addition of VR to treadmill walking had little or no effect of walking outcomes. Collectively, results show that the omnidirectional treadmill yields a different walking pattern and lead to different adaptations to speed compared to overground walking. We suggest that these alterations are mainly driven by the reduced shear forces between the weight bearing foot and supporting surface and a perceived threat to balance on the omnidirectional treadmill.
conclusionSince such treadmills are likely to be used for prolonged periods of time by gamers or patients undergoing physical rehabilitation, further research should aim at determining the impact of repeated exposure on gait biomechanics and lower limb musculoskeletal integrity.
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