ArticleResearch square2026
Virtual Reality-Guided Reaching During Treadmill Walking Alters Dynamic Stability in People with Stroke.
Article in Research square, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
What it found
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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
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Authors and funding
4 authors.
Funding
Abstract
Background: This study was designed to determine how goal-directed reaching during virtual reality (VR)-based treadmill walking affects dynamic balance in stroke survivors. Frontal-plane whole-body angular momentum (H) was used to quantify dynamic balance during gait. Methods: Twenty individuals with stroke were enrolled in this study, and 16 were included in the analysis. Participants completed three blocks of a VR-based reaching task while walking on a treadmill after familiarization with both the VR system and treadmill walking. Kinematic data were collected using a markerless motion capture system (Theia3D, Theia Markerless Inc., Kingston, ON, Canada). Stride-level frontal-plane range of angular momentum (H Results: Frontal-plane H Conclusion: Reaching during walking imposes greater frontal-plane balance demands on stroke survivors, primarily through trunk and reaching-arm contributions. These findings support further investigation of task-specific, internally generated challenges as a component of VR-based gait rehabilitation.
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