ArticleFrontiers in bioengineering and biotechnology2021
Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.
Article in Frontiers in bioengineering and biotechnology, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers.
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15 citing papers in PubMed, 42 citations in OpenAlex.
- Preliminary Evaluation of the Virtual Reality-Based Gait Sensory Interaction Test (GaitSIT) for Quantifying Sensory Reweighting During Walking Balance.Methods and protocols · 2026Article
- Effect of virtual reality environment complexity on tolerance and locomotor performance in healthy subjects.Scientific reports · 2026Article
- Inverse hysteresis effects in a real and virtual environment.Frontiers in sports and active living · 2026Article
- The effects of mental fatigue on decision-making for collision avoidance.Experimental brain research · 2025Article
- Article
- A Protocol to Self-Familiarize Health Care Professionals with the Detection Limits of a Physical Activity Tracker for Low-Impact Steps in Patients Recovering from Knee Surgery-A Proposal and a First Evaluation.Sensors (Basel, Switzerland) · 2025Article
- Effects of virtual reality on spatiotemporal gait parameters and freezing of gait in Parkinson's disease.NPJ Parkinson's disease · 2025Article
- Virtual reality-enhanced rehabilitation for improving musculoskeletal function and recovery after trauma.Journal of orthopaedic surgery and research · 2025Review
- Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments.Journal of clinical medicine · 2025Article
- Effects of lifestyle activity level on anticipatory locomotor adjustments for pedestrian circumvention: an exploratory study.Experimental brain research · 2025Article
- How far along the future path do individuals recognize the path for stepping on multiple footfall targets? A new evaluation method under virtual reality.Frontiers in sports and active living · 2025Article
- Analysis of Gait Kinematics in Smart Walker-Assisted Locomotion in Immersive Virtual Reality Scenario.Sensors (Basel, Switzerland) · 2024Article
- Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study.JMIR serious games · 2024Article
- Balance performance of healthy young individuals in real versus matched virtual environments: a systematic scoping review.Frontiers in human neuroscience · 2024Article
- A novel balance training approach: Biomechanical study of virtual reality-based skateboarding.Frontiers in bioengineering and biotechnology · 2023Article
Corrections and comments
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Authors and funding
6 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Virtual reality (VR) is an emerging technology offering tremendous opportunities to aid gait rehabilitation. To this date, real walking with users immersed in virtual environments with head-mounted displays (HMDs) is either possible with treadmills or room-scale (overground) VR setups. Especially for the latter, there is a growing interest in applications for interactive gait training as they could allow for more self-paced and natural walking. This study investigated if walking in an overground VR environment has relevant effects on 3D gait biomechanics. A convenience sample of 21 healthy individuals underwent standard 3D gait analysis during four randomly assigned walking conditions: the real laboratory (RLab), a virtual laboratory resembling the real world (VRLab), a small version of the VRlab (VRLab-), and a version which is twice as long as the VRlab (VRLab+). To immerse the participants in the virtual environment we used a VR-HMD, which was operated wireless and calibrated in a way that the virtual labs would match the real-world. Walking speed and a single measure of gait kinematic variability (GaitSD) served as primary outcomes next to standard spatio-temporal parameters, their coefficients of variant (CV%), kinematics, and kinetics. Briefly described, participants demonstrated a slower walking pattern (-0.09 ± 0.06 m/s) and small accompanying kinematic and kinetic changes. Participants also showed a markedly increased gait variability in lower extremity gait kinematics and spatio-temporal parameters. No differences were found between walking in VRLab+
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.