Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics
Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics
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DOI:
10.1371/journal.pone.0225972
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发表时间:
2019-12-04
期刊:
影响因子:
3.7
通讯作者:
Cheung, Roy T. H.
中科院分区:
文献类型:
--
作者:
Chan, Zoe Y. S.;MacPhail, Aislinn J. C.;Cheung, Roy T. H.
What was once a science fiction fantasy, virtual reality (VR) technology has evolved and come a long way. Together with augmented reality (AR) technology, these simulations of an alternative environment have been incorporated into rehabilitation treatments. The introduction of head-mounted displays has made VR/AR devices more intuitive and compact, and no longer limited to upper-limb rehabilitation. However, there is still limited evidence supporting the use of VR and AR technology during locomotion, especially regarding the safety and efficacy relating to walking biomechanics. Therefore, the objective of this study is to explore the limitations of such technology through gait analysis. In this study, thirteen participants walked on a treadmill in normal, virtual and augmented versions of the laboratory environment. A series of spatiotemporal parameters and lower-limb joint angles were compared between conditions. The center of pressure (CoP) ellipse area (95% confidence ellipse) was significantly different between conditions (p = 0.002). Pairwise comparisons indicated a significantly greater CoP ellipse area for both the AR (p = 0.002) and VR (p = 0.005) conditions when compared to the normal laboratory condition. Furthermore, there was a significant difference in stride length (p