skip to main content
10.1145/3610419.3610459acmotherconferencesArticle/Chapter ViewAbstractPublication PagesairConference Proceedingsconference-collections
research-article

A Novel Virtual Reality Paradigm to Assess Gait Response to Visuospatial Perturbation during Walking

Published: 02 November 2023 Publication History

Abstract

Response to a dynamically altering environment while ambulating is critical for walking performance. The optimum outcome of the response is to maintain gait stability and balance. In this regard, the human propensity to spontaneously react to visuospatially triggering perturbations while walking overground is relatively under-explored. Virtual reality system presents technical precedence to three-dimensionally simulate visuospatial perturbation during walking and study the gait behavior in response to a sudden perturbation. In this study, two experimental conditions in the virtual environment were designed – baseline free walking and walking with target visuospatial stimuli as a perturbation. Walking was performed overground in laps of six meters. Three healthy young adults were recruited (mean age: 23.2 ± 2.0 years). Participants wore virtual reality headset and trackers to obtain their gait characteristics. Results showed that participants walked with consistent gait strides in the baseline condition of free walking. In the other perturbation condition, gait features changed significantly (reduced stride lengths, step lengths, and increased stride widths) in the vicinity of visuospatially delivered perturbation. Post reaction to the stimulus, participants walked with a baseline-like consistent gait. Moreover, as overground lap walking progressed, participants were able to anticipate the stimulus’s cueing with conservative walking relative to free walking. These results demonstrate the novel implementation of a virtually simulated visuospatial perturbation delivery paradigm with gait characterization to quantify human response. This VR-based paradigm can be used to study and compare the response to sudden visuospatial perturbation while walking in different population groups and provide insights to safeguard them against perturbation effects such as falls.

References

[1]
Sergei V Adamovich, Gerard G Fluet, Eugene Tunik, and Alma S Merians. 2009. Sensorimotor training in virtual reality: a review. NeuroRehabilitation 25, 1 (2009), 29–44.
[2]
Robin T Bigelow and Yuri Agrawal. 2015. Vestibular involvement in cognition: Visuospatial ability, attention, executive function, and memory. Journal of Vestibular Research 25, 2 (2015), 73–89.
[3]
Stephanie A Bridenbaugh and Reto W Kressig. 2011. Laboratory review: the role of gait analysis in seniors’ mobility and fall prevention. Gerontology 57, 3 (2011), 256–264.
[4]
Toby J Ellmers, Adam J Cocks, Elmar C Kal, and William R Young. 2020. Conscious movement processing, fall-related anxiety, and the visuomotor control of locomotion in older adults. The Journals of Gerontology: Series B 75, 9 (2020), 1911–1920.
[5]
Mark D Grabiner, Stephanie Donovan, Mary Lou Bareither, Jane R Marone, Karrie Hamstra-Wright, Strawberry Gatts, and Karen L Troy. 2008. Trunk kinematics and fall risk of older adults: translating biomechanical results to the clinic. Journal of Electromyography and Kinesiology 18, 2 (2008), 197–204.
[6]
Amy Henderson, Nicol Korner-Bitensky, and Mindy Levin. 2007. Virtual reality in stroke rehabilitation: a systematic review of its effectiveness for upper limb motor recovery. Topics in stroke rehabilitation 14, 2 (2007), 52–61.
[7]
Maureen K Holden and Emanuel Todorov. 2002. Use of virtual environments in motor learning and rehabilitation. In Handbook of virtual environments. CRC Press, ., 1039–1066.
[8]
Ecosse Lamoureux, Sandeep Gadgil, Konrad Pesudovs, Jill Keeffe, Eva Fenwick, Mohamed Dirani, Satu Salonen, and Gwyn Rees. 2010. The relationship between visual function, duration and main causes of vision loss and falls in older people with low vision. Graefe’s archive for clinical and experimental ophthalmology 248, 4 (2010), 527–533.
[9]
On-Yee Lo, Paul van Donkelaar, and Li-Shan Chou. 2015. Distracting visuospatial attention while approaching an obstacle reduces the toe-obstacle clearance. Experimental brain research 233, 4 (2015), 1137–1144.
[10]
Dario Martelli, Boxi Xia, Antonio Prado, and Sunil K Agrawal. 2019. Gait adaptations during overground walking and multidirectional oscillations of the visual field in a virtual reality headset. Gait & posture 67 (2019), 251–256.
[11]
J Maxwell Donelan, Rodger Kram, and Kuo Arthur D. 2001. Mechanical and metabolic determinants of the preferred step width in human walking. Proceedings of the Royal Society of London. Series B: Biological Sciences 268, 1480 (2001), 1985–1992.
[12]
Christopher McCrum, Tanvi S Bhatt, Marissa HG Gerards, Kiros Karamanidis, Mark W Rogers, Stephen R Lord, and Yoshiro Okubo. 2022. Perturbation-based balance training: Principles, mechanisms and implementation in clinical practice. Frontiers in sports and active living 4 (2022), 1015394.
[13]
Christopher McCrum, Paul Willems, Kiros Karamanidis, and Kenneth Meijer. 2019. Stability-normalised walking speed: a new approach for human gait perturbation research. Journal of biomechanics 87 (2019), 48–53.
[14]
Muyinat Y Osaba, Dario Martelli, Antonio Prado, Sunil K Agrawal, and Anil K Lalwani. 2020. Age-related differences in gait adaptations during overground walking with and without visual perturbations using a virtual reality headset. Scientific Reports 10, 1 (2020), 1–10.
[15]
Muyinat Y Osoba, Ashwini K Rao, Sunil K Agrawal, and Anil K Lalwani. 2019. Balance and gait in the elderly: A contemporary review. Laryngoscope investigative otolaryngology 4, 1 (2019), 143–153.
[16]
Tammy M Owings, Michael J Pavol, and Mark D Grabiner. 2001. Mechanisms of failed recovery following postural perturbations on a motorized treadmill mimic those associated with an actual forward trip. Clinical Biomechanics 16, 9 (2001), 813–819.
[17]
Sue Peters, Todd C Handy, Bimal Lakhani, Lara A Boyd, and S Jayne Garland. 2015. Motor and visuospatial attention and motor planning after stroke: considerations for the rehabilitation of standing balance and gait. Physical therapy 95, 10 (2015), 1423–1432.
[18]
Zrinka Potocanac, Wouter Hoogkamer, Felipe P Carpes, Mirjam Pijnappels, Sabine MP Verschueren, and Jacques Duysens. 2014. Response inhibition during avoidance of virtual obstacles while walking. Gait & posture 39, 1 (2014), 641–644.
[19]
Rebecca J Reed-Jones, Guillermina R Solis, Katherine A Lawson, Amanda M Loya, Donna Cude-Islas, and Candyce S Berger. 2013. Vision and falls: a multidisciplinary review of the contributions of visual impairment to falls among older adults. Maturitas 75, 1 (2013), 22–28.
[20]
Albert A Rizzo, J Galen Buckwalter, and Cheryl van der Zaag. 2002. Virtual environment applications in clinical neuropsychology. In Handbook of virtual environments. CRC Press, ., 1067–1104.
[21]
Maria T Schultheis and Albert A Rizzo. 2001. The application of virtual reality technology in rehabilitation.Rehabilitation psychology 46, 3 (2001), 296.
[22]
Pinata H Sessoms, Marilynn Wyatt, Mark Grabiner, John-David Collins, Trevor Kingsbury, Nancy Thesing, and Kenton Kaufman. 2014. Method for evoking a trip-like response using a treadmill-based perturbation during locomotion. Journal of biomechanics 47, 1 (2014), 277–280.
[23]
Yogesh Singh, Sunil K Agrawal, and Vineet Vashista. 2022. Throwing strategy in a dual-motor-task of aiming at the bullseye while walking in virtual reality. IEEE Robotics and Automation Letters 7, 4 (2022), 9091–9098.
[24]
Yogesh Singh, Antonio Prado, Dario Martelli, Fitsum E Petros, Xupeng Ai, Sudipto Mukherjee, Anil K Lalwani, Vineet Vashista, and Sunil K Agrawal. 2020. Dual-motor-task of catching and throwing a ball during overground walking in virtual reality. IEEE Transactions on Neural Systems and Rehabilitation Engineering 28, 7 (2020), 1661–1667.
[25]
Patrick YH Song, Daina L Sturnieks, Michael K Davis, Stephen R Lord, and Yoshiro Okubo. 2021. Perturbation-based balance training using repeated trips on a walkway vs. belt accelerations on a treadmill: a cross-over randomised controlled trial in community-dwelling older adults. Frontiers in sports and active living 3 (2021), 702320.
[26]
Heidi Sveistrup. 2004. Motor rehabilitation using virtual reality. Journal of neuroengineering and rehabilitation 1, 1 (2004), 1–8.
[27]
Vineet Vashista, Moiz Khan, and Sunil K Agrawal. 2016. A novel approach to apply gait synchronized external forces on the pelvis using A-TPAD to reduce walking effort. IEEE robotics and automation letters 1, 2 (2016), 1118–1124.
[28]
Jan P Vox, Anika Weber, Karen Insa Wolf, Krzysztof Izdebski, Thomas Schüler, Peter König, Frank Wallhoff, and Daniel Friemert. 2021. An evaluation of motion trackers with virtual reality sensor technology in comparison to a marker-based motion capture system based on joint angles for ergonomic risk assessment. Sensors 21, 9 (2021), 3145.
[29]
I Wolf, SA Bridenbaugh, YJ Gschwind, and RW Kressig. 2012. Gait changes and fall risk. Praxis 101, 3 (2012), 175–181.
[30]
Jing Yuan, Xiaolu Bai, Brendan Driscoll, Ming Liu, He Huang, and Jing Feng. 2022. Standing and Walking Attention Visual Field (SWAVF) task: a new method to assess visuospatial attention during walking. Applied ergonomics 104 (2022), 103804.
[31]
EM Zelinski and R Reyes. 2009. Cognitive benefits of computer games for older adults. Gerontechnology, 8 (4), 220–235.
[32]
Magdalena Żuk, Magdalena Wojtków, Michał Popek, Jakub Mazur, and Katarzyna Bulińska. 2022. Three-dimensional gait analysis using a virtual reality tracking system. Measurement 188 (2022), 110627.

Index Terms

  1. A Novel Virtual Reality Paradigm to Assess Gait Response to Visuospatial Perturbation during Walking

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Other conferences
      AIR '23: Proceedings of the 2023 6th International Conference on Advances in Robotics
      July 2023
      583 pages
      ISBN:9781450399807
      DOI:10.1145/3610419
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 02 November 2023

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. and VR trackers.
      2. gait response
      3. virtual reality
      4. visuospatial navigation
      5. visuospatial perturbation

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Conference

      AIR 2023

      Acceptance Rates

      Overall Acceptance Rate 69 of 140 submissions, 49%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 90
        Total Downloads
      • Downloads (Last 12 months)65
      • Downloads (Last 6 weeks)21
      Reflects downloads up to 03 Mar 2025

      Other Metrics

      Citations

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media