Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics

scientific article published on 04 December 2019

Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics is …
instance of (P31):
scholarly articleQ13442814

External links are
P356DOI10.1371/JOURNAL.PONE.0225972
P932PMC publication ID6892508
P698PubMed publication ID31800637

P50authorZoe Y S ChanQ88786566
P2093author name stringJanet H Zhang
Reed Ferber
Roy T H Cheung
Aislinn J C MacPhail
Ben M F Lam
Ivan P H Au
P2860cites workA Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention MethodsQ26779182
Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson’s diseaseQ29248134
Is upper limb virtual reality training more intensive than conventional training for patients in the subacute phase after stroke? An analysis of treatment intensity and content.Q30828431
Two simple methods for determining gait events during treadmill and overground walking using kinematic dataQ31122732
Thinking about walking: effects of conscious correction versus distraction on locomotor adaptationQ33783799
Gait changes in older adults: predictors of falls or indicators of fear.Q34419126
Gait retraining to reduce lower extremity loading in runnersQ34459064
Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forwardQ35144546
Feasibility and Preliminary Efficacy of Visual Cue Training to Improve Adaptability of Walking after Stroke: Multi-Centre, Single-Blind Randomised Control Pilot TrialQ36131478
The efficacy of treadmill training with and without projected visual context for improving walking ability and reducing fall incidence and fear of falling in older adults with fall-related hip fracture: a randomized controlled trialQ36235001
Gait Retraining: Altering the Fingerprint of GaitQ36556067
Independent effects of weight and mass on plantar flexor activity during walking: implications for their contributions to body support and forward propulsionQ36846776
Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters.Q37160266
Use of virtual reality in gait recovery among post stroke patients--a systematic literature reviewQ38101375
Emergence of virtual reality as a tool for upper limb rehabilitation: incorporation of motor control and motor learning principlesQ38248417
Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke: a systematic reviewQ38533060
Reliability and relative weighting of visual and nonvisual information for perceiving direction of self-motion during walkingQ38550068
The quest to apply VR technology to rehabilitation: tribulations and treasuresQ38733648
From normal to fast walking: Impact of cadence and stride length on lower extremity joint moments.Q38873550
Virtual reality in multiple sclerosis - A systematic reviewQ38908253
Motor task variation induces structural learningQ42123150
A Spatial Augmented Reality rehab system for post-stroke hand rehabilitation.Q44723190
Gait-cycle characteristics and running economy in elite Eritrean and European runnersQ45250983
Effect of treadmill training based real-world video recording on balance and gait in chronic stroke patients: a randomized controlled trialQ46094531
Ellipse area calculations and their applicability in posturographyQ46935726
Walking through a virtual environment improves perceived size within and beyond the walked spaceQ47253393
Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Q47394988
The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effectsQ48407221
An innovative training program based on virtual reality and treadmill: effects on gait of persons with multiple sclerosis.Q51110369
Muscles that support the body also modulate forward progression during walking.Q51341070
Effects of a virtual reality and treadmill training on gait of subjects with multiple sclerosis: a pilot study.Q51531771
A kinematic study of long-term habituation to treadmill walkingQ52293010
Measurement of lower extremity kinematics during level walking.Q52486051
A Walking-in-Place Method for Virtual Reality Using Position and Orientation TrackingQ58700062
Optic flow is used to control human walkingQ73435425
Does walking in a virtual environment induce unstable gait? An examination of vertical ground reaction forcesQ79286762
Autonomic responses during motion sickness induced by virtual realityQ79868341
Virtual reality-based training improves community ambulation in individuals with stroke: a randomized controlled trialQ80931886
Stepping over obstacles to improve walking in individuals with poststroke hemiplegiaQ81006369
Spatiotemporal gait deviations in a virtual reality environmentQ81049090
Walking in an immersive virtual realityQ84208105
Low vision affects dynamic stability of gaitQ84964056
Effects of treadmill training with optic flow on balance and gait in individuals following stroke: randomized controlled trialsQ85041943
Immediate and short-term effects of gait retraining on the knee joint moments and symptoms in patients with early tibiofemoral joint osteoarthritis: a randomized controlled trialQ90776272
Effects of walking speed on gait biomechanics in healthy participants: a systematic review and meta-analysisQ93083916
P275copyright licenseCreative Commons Attribution 4.0 InternationalQ20007257
P6216copyright statuscopyrightedQ50423863
P433issue12
P921main subjectaugmented realityQ254183
P304page(s)e0225972
P577publication date2019-12-04
P1433published inPLOS OneQ564954
P1476titleWalking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics
P478volume14

Reverse relations

Q99580785Using Augmented Reality with Older Adults in the Community to Select Design Features for an Age-Friendly Park: A Pilot Studycites workP2860