ArticleJournal of neuroengineering and rehabilitation2023
Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.
Article in Journal of neuroengineering and rehabilitation, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04521829 (WALKING WITH VIRTUAL REALITY), which is not on this map. Cited by 12 papers.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
WALKING WITH VIRTUAL REALITY: How Does Optic Flow Speed and Level of Immersion Influence the Gait Pattern in People Post-stroke?
Who cites it
12 citing papers in PubMed, 15 citations in OpenAlex.
- Visual and visual-proprioceptive training improve gait via sensory reweighting after chronic stroke: a randomized controlled trial.Journal of neuroengineering and rehabilitation · 2026Trial
- Feasibility and Immediate Effects of Dynamic Exercise Using Mixed Reality for Balance Improvement in Older Adults and Individuals With Neurologic Disorders.Archives of rehabilitation research and clinical translation · 2026Article
- Make it fun but keep it simple: EEG reveals the impact of easy yet engaging games for stroke rehabilitation.Journal of neuroengineering and rehabilitation · 2026Article
- Dual-task gait assessment using n-back testing during self-paced treadmill walking in virtual reality: reliability and baseline characterisation for future clinical application.Frontiers in human neuroscience · 2026Article
- The Effects of Virtual Reality Interventions on Motor Function Rehabilitation in Lower-Limb Amputees: A Systematic Review and Metanalysis.Bioengineering (Basel, Switzerland) · 2025Review
- Differentiating post-stroke patients from healthy individuals via vision-based skeleton-optical fusion.Journal of neuroengineering and rehabilitation · 2025Article
- Gait stability in virtual reality: effects of VR display modality in the presence of visual perturbations.Journal of neuroengineering and rehabilitation · 2025Article
- Gait Training with Virtual Reality-Based Real-Time Feedback for Chronic Post-Stroke Patients: A Pilot Study.Healthcare (Basel, Switzerland) · 2025Article
- Anodal tDCS and virtual reality gait rehabilitation in individuals with chronic stroke: a case series report.Frontiers in stroke · 2025Article
- Effects of semi-immersive virtual reality and manipulation of optic flow speed on gait biomechanics in people post-stroke.Journal of rehabilitation medicine · 2024Article
- Impact of CAVE automatic virtual environment (CAVE) on user experience and health outcomes: A systematic review.International journal of clinical and health psychology : IJCHPArticle
- 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
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Authors and funding
8 authors at 4 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundOptic flow-the apparent visual motion experienced while moving-is absent during treadmill walking. With virtual reality (VR), optic flow can be controlled to mediate alterations in human walking. The aim of this study was to investigate (1) the effects of fully immersive VR and optic flow speed manipulation on gait biomechanics, simulator sickness, and enjoyment in people post-stroke and healthy people, and (2) the effects of the level of immersion on optic flow speed and sense of presence.
methodsSixteen people post-stroke and 16 healthy controls performed two VR-enhanced treadmill walking sessions: the semi-immersive GRAIL session and fully immersive head-mounted display (HMD) session. Both consisted of five walking trials. After two habituation trials (without and with VR), participants walked three more trials under the following conditions: matched, slow, and fast optic flow. Primary outcome measures were spatiotemporal parameters and lower limb kinematics. Secondary outcomes (simulator sickness, enjoyment, and sense of presence) were assessed with the Simulator Sickness Questionnaire, Visual Analogue Scales, and Igroup Presence Questionnaire.
resultsWhen walking with the immersive HMD, the stroke group walked with a significantly slower cadence (-3.69strides/min, p = 0.006), longer stride time (+ 0.10 s, p = 0.017) and stance time for the unaffected leg (+ 1.47%, p = 0.001) and reduced swing time for the unaffected leg (- 1.47%, p = 0.001). Both groups responded to the optic flow speed manipulation such that people accelerated with a slow optic flow and decelerated with a fast optic flow. Compared to the semi-immersive GRAIL session, manipulating the optic flow speed with the fully immersive HMD had a greater effect on gait biomechanics whilst also eliciting a higher sense of presence.
conclusionAdding fully immersive VR while walking on a self-paced treadmill led to a more cautious gait pattern in people post-stroke. However, walking with the HMD was well tolerated and enjoyable. People post-stroke altered their gait parameters when optic flow speed was manipulated and showed greater alterations with the fully-immersive HMD. Further work is needed to determine the most effective type of optic flow speed manipulation as well as which other principles need to be implemented to positively influence the gait pattern of people post-stroke. TRIAL REGISTRATION NUMBER: The study was pre-registered at ClinicalTrials.gov (NCT04521829).
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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.