ArticleScientific reports2023
Estimation of the visual contribution to standing balance using virtual reality.
Article in Scientific reports, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.
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Who cites it
8 citing papers in PubMed.
- Repeated Exposure to Optic Flow in Virtual Reality Induces Changes in Postural Control in Older Adults.Sensors (Basel, Switzerland) · 2026Article
- Aging increases visual dependency and disrupts sensory strategies in upright standing.GeroScience · 2026Article
- Assessment of balance control mechanisms in patient populations using perturbation-based modeling: a narrative review with clinical implications.Frontiers in human neuroscience · 2026Review
- Telerobotic surgery: a comprehensive two-decade evolution and the integration of emerging technologies.International journal of surgery (London, England) · 2026Review
- Slow dynamics of human balance control.Scientific reports · 2025Article
- Is It Me or the Train Moving? Humans Resolve Sensory Conflicts with a Nonlinear Feedback Mechanism in Balance Control.The Journal of neuroscience : the official journal of the Society for Neuroscience · 2025Article
- Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.JMIR serious games · 2025Article
- Standing balance responses and habituation to sinusoidal optic flow virtual reality perturbations.Experimental brain research · 2025Article
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Sensory perturbations are a valuable tool to assess sensory integration mechanisms underlying balance. Implemented as systems-identification approaches, they can be used to quantitatively assess balance deficits and separate underlying causes. However, the experiments require controlled perturbations and sophisticated modeling and optimization techniques. Here we propose and validate a virtual reality implementation of moving visual scene experiments together with model-based interpretations of the results. The approach simplifies the experimental implementation and offers a platform to implement standardized analysis routines. Sway of 14 healthy young subjects wearing a virtual reality head-mounted display was measured. Subjects viewed a virtual room or a screen inside the room, which were both moved during a series of sinusoidal or pseudo-random room or screen tilt sequences recorded on two days. In a between-subject comparison of 10 [Formula: see text] 6 min long pseudo-random sequences, each applied at 5 amplitudes, our results showed no difference to a real-world moving screen experiment from the literature. We used the independent-channel model to interpret our data, which provides a direct estimate of the visual contribution to balance, together with parameters characterizing the dynamics of the feedback system. Reliability estimates of single subject parameters from six repetitions of a 6 [Formula: see text] 20-s pseudo-random sequence showed poor test-retest agreement. Estimated parameters show excellent reliability when averaging across three repetitions within each day and comparing across days (Intra-class correlation; ICC 0.7-0.9 for visual weight, time delay and feedback gain). Sway responses strongly depended on the visual scene, where the high-contrast, abstract screen evoked larger sway as compared to the photo-realistic room. In conclusion, our proposed virtual reality approach allows researchers to reliably assess balance control dynamics including the visual contribution to balance with minimal implementation effort.
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