1
|
Simonlehner M, Dumphart B, Horsak B. GaitRec-VR: 3D Gait Analysis for Walking Overground with and without a Head-Mounted-Display in Virtual Reality. Sci Data 2024; 11:1099. [PMID: 39379382 PMCID: PMC11461699 DOI: 10.1038/s41597-024-03939-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/15/2024] [Accepted: 09/30/2024] [Indexed: 10/10/2024] Open
Abstract
This data descriptor introduces GaitRec-VR, a 3D gait analysis dataset consisting of 20 healthy participants (9 males, 11 females, age range 21-56) walking at self-selected speeds in a real-world laboratory and the virtual reality (VR) replicas of this laboratory. Utilizing a head-mounted display and a 12-camera motion capture system alongside a synchronized force plate, the dataset encapsulates real and virtual walking experiences. A direct kinematic model and an inverse dynamic approach were employed for kinematics and computation of joint moments respectively, with an average of 23 ± 6 steps for kinematics and five clean force plate strikes per participant for kinetic analysis. GaitRec-VR facilitates a deeper understanding of human movement in virtual environments, particularly focusing on dynamic balance during walking in healthy adults, crucial for effective VR applications in clinical settings. The dataset, available in both.c3d and.csv formats, allows further exploration into VR's impact on gait, bridging the gap between physical and virtual locomotion.
Collapse
Affiliation(s)
- Mark Simonlehner
- Center for Digital Health & Social Innovation, St. Pölten University of Applied Sciences, St. Pölten, Austria.
- Institute of Health Sciences, Department of Health, St. Pölten University of Applied Sciences, St. Pölten, Austria.
| | - Bernhard Dumphart
- Center for Digital Health & Social Innovation, St. Pölten University of Applied Sciences, St. Pölten, Austria
- Institute of Health Sciences, Department of Health, St. Pölten University of Applied Sciences, St. Pölten, Austria
| | - Brian Horsak
- Center for Digital Health & Social Innovation, St. Pölten University of Applied Sciences, St. Pölten, Austria
- Institute of Health Sciences, Department of Health, St. Pölten University of Applied Sciences, St. Pölten, Austria
| |
Collapse
|
2
|
Loureiro M, Elias A, Machado F, Bezerra M, Zimerer C, Mello R, Frizera A. Analysis of Gait Kinematics in Smart Walker-Assisted Locomotion in Immersive Virtual Reality Scenario. SENSORS (BASEL, SWITZERLAND) 2024; 24:5534. [PMID: 39275445 PMCID: PMC11398063 DOI: 10.3390/s24175534] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/31/2024] [Revised: 08/20/2024] [Accepted: 08/22/2024] [Indexed: 09/16/2024]
Abstract
The decline in neuromusculoskeletal capabilities of older adults can affect motor control, independence, and locomotion. Because the elderly population is increasing worldwide, assisting independent mobility and improving rehabilitation therapies has become a priority. The combination of rehabilitation robotic devices and virtual reality (VR) tools can be used in gait training to improve clinical outcomes, motivation, and treatment adherence. Nevertheless, VR tools may be associated with cybersickness and changes in gait kinematics. This paper analyzes the gait parameters of fourteen elderly participants across three experimental tasks: free walking (FW), smart walker-assisted gait (AW), and smart walker-assisted gait combined with VR assistance (VRAW). The kinematic parameters of both lower limbs were captured by a 3D wearable motion capture system. This research aims at assessing the kinematic adaptations when using a smart walker and how the integration between this robotic device and the VR tool can influence such adaptations. Additionally, cybersickness symptoms were investigated using a questionnaire for virtual rehabilitation systems after the VRAW task. The experimental data indicate significant differences between FW and both AW and VRAW. Specifically, there was an overall reduction in sagittal motion of 16%, 25%, and 38% in the hip, knee, and ankle, respectively, for both AW and VRAW compared to FW. However, no significant differences between the AW and VRAW kinematic parameters and no adverse symptoms related to VR were identified. These results indicate that VR technology can be used in walker-assisted gait rehabilitation without compromising kinematic performance and presenting potential benefits related to motivation and treatment adherence.
Collapse
Affiliation(s)
- Matheus Loureiro
- Graduate Program in Electrical Engineering, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| | - Arlindo Elias
- Graduate Program in Physiotherapy, Estacio de Sa University, Vitória 29092-095, ES, Brazil
| | - Fabiana Machado
- Graduate Program in Informatics, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| | - Marcio Bezerra
- Graduate Program in Electrical Engineering, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| | - Carla Zimerer
- Graduate Program in Electrical Engineering, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| | - Ricardo Mello
- Graduate Program in Electrical Engineering, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| | - Anselmo Frizera
- Graduate Program in Electrical Engineering, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
- Graduate Program in Informatics, Federal University of Espírito Santo, Vitória 29075-910, ES, Brazil
| |
Collapse
|
3
|
Schedler S, Gramann K, Hill MW, Muehlbauer T. Balance performance of healthy young individuals in real versus matched virtual environments: a systematic scoping review. Front Hum Neurosci 2024; 18:1422581. [PMID: 39135758 PMCID: PMC11317253 DOI: 10.3389/fnhum.2024.1422581] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2024] [Accepted: 07/16/2024] [Indexed: 08/15/2024] Open
Abstract
BackgroundDue to technological advancements and the development of consumer-oriented head mounted displays (HMDs), virtual reality (VR) is used in studies on balance performance and balance trainability more and more frequently. Yet, it may be assumed that balance performance is affected by the physical characteristics of the HMD (e.g., weight) as well as by the virtual visual environment. Moreover, it has been shown that balance is age-dependent with children and adolescents showing worse performances compared to young adults, which may also affect their balance performance in virtual environments.ObjectivesThe present systematic scoping review aims to provide an overview on the current evidence regarding balance performance of healthy, young individuals (6–30 years) in real and matched virtual environments.MethodsA systematic literature search in the electronic databases PubMed, Web of Science, and SPORTDiscus (from their inception date to February 2024) resulted in 9,554 studies potentially eligible for inclusion. Eligibility criteria were: (i) investigation of healthy, young individuals (6–30 years), (ii) balance assessment in the real and a matched virtual environment, (iii) use of a fully immersive HMD, (iv) reporting of at least one balance parameter. A total of 10 studies met the predefined inclusion criteria and were thus included in this review. All studies were conducted with healthy, young adults (19–30 years).ResultsFive studies assessed static balance, four studies quantified dynamic balance, and one study measured static as well as dynamic balance performance. In healthy young adults, static balance performance was similar with and without VR during simple standing tasks (e.g., two-legged stance), but worse in VR during more challenging tasks (e.g., one-legged stance). Concerning dynamic balance, four out of five studies reported worse performance in VR, while one study did not find differences between visual environments. Most importantly, none of the studies investigating healthy children (6–12 years) and/or adolescents (13–18 years) met the predefined inclusion criteria.ConclusionIn healthy young adults, balance performance seems to be affected by VR only during challenging static (e.g., one-legged stance) as well as during dynamic balance tasks. The underlying causes remain unclear, but factors such as perceived presence in VR, a shift in sensory organization and/or perceptual distortion may play a role. Of particular importance is the finding that there is a void in the literature on the influence of VR on balance performance of healthy children and adolescents.
Collapse
Affiliation(s)
- Simon Schedler
- Division of Movement and Training Sciences/Biomechanics of Sport, University of Duisburg-Essen, Essen, Germany
| | - Klaus Gramann
- Department of Biological Psychology and Neuroergonomics, TU Berlin, Berlin, Germany
- School of Software, University of Technology Sydney, Sydney, NSW, Australia
| | - Mathew W. Hill
- Centre for Physical Activity, Sport and Exercise Sciences, Coventry University, Coventry, United Kingdom
| | - Thomas Muehlbauer
- Division of Movement and Training Sciences/Biomechanics of Sport, University of Duisburg-Essen, Essen, Germany
| |
Collapse
|
4
|
Rhiel S, Kläy A, Keller U, van Hedel HJA, Ammann-Reiffer C. Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study. JMIR Serious Games 2024; 12:e49550. [PMID: 38498048 PMCID: PMC10985604 DOI: 10.2196/49550] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Revised: 08/13/2023] [Accepted: 02/02/2024] [Indexed: 03/19/2024] Open
Abstract
BACKGROUND A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual reality (VR) with head-mounted displays (HMDs) could be a promising approach in neurorehabilitation to train such activities in a safe environment. First, however, we must know whether obstacles in VR are indeed mastered as obstacles. OBJECTIVE This study aimed to provide information on whether VR is feasible and motivating to induce and practice movements needed to master real obstacles in children and adolescents with gait disorders. Furthermore, this project aims to evaluate which kinds of everyday walking activities are appropriate to be practiced in VR. METHODS In this cross-sectional study, participants stepped over a bar, crossed a gap, balanced over a beam, and circumvented stationary obstructions arranged in a course under real physical and virtual conditions wearing a VR HMD. We recorded the respective primary outcomes (step height, step length, step width, and minimal shoulder-obstacle distance) with motion capture. We then calculated the mean differences and 95% CI of the spatiotemporal parameters between the VR and physical setup and later compared them using noninferiority analysis with margins defined a priori by a clinical expert panel. Additionally, the participants responded to a standardized questionnaire while the therapists observed and evaluated their movement performance. RESULTS We recruited 20 participants (mean age 12.0, range 6.6-17.8 years) with various diagnoses affecting their walking ability. At 3.77 (95% CI 1.28 to 6.26) cm, the mean difference in step height of the leading foot in the overstepping task did not exceed the predefined margin of -2 cm, thus signifying noninferiority of the VR condition compared to mastering the physical obstacles. The same was true for step length (-1.75, 95% CI -4.91 to 1.41 cm; margin -10 cm), step width (1.05, 95% CI 0.20 to -1.90 cm; margin 3 cm), and the minimal shoulder-obstacle distance (0.25, 95% CI -0.85 to 0.35 cm; margin -2 cm) in the other tasks. Only the trailing foot in the overstepping task yielded inconclusive results. CONCLUSIONS Children with gait disorders perform everyday walking tasks like overstepping, crossing, balancing, or circumventing similarly in physical and VR environments, suggesting that VR could be a feasible therapeutic tool to practice everyday walking tasks.
Collapse
Affiliation(s)
- Sophia Rhiel
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Andrina Kläy
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Urs Keller
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Hubertus J A van Hedel
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Corinne Ammann-Reiffer
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| |
Collapse
|
5
|
Silva PMM, Silva LWM, Vieira ER, Cavalvanti FAC, Morya E. Go Across Immersive Technology: A Preliminary Study of the Design and Development of a System for Gait Training Using Virtual Reality. Games Health J 2023; 12:472-479. [PMID: 37410502 DOI: 10.1089/g4h.2023.0101] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/07/2023] Open
Abstract
Virtual reality (VR) allows visuotactile interaction in a virtual environment. VR has several potential applications such as surgical training, phobia treatments, and gait rehabilitation. However, further interface development is required. Therefore, the objective of this study was to develop a noninvasive wearable device control to a VR gait training program. It consists of custom-made insoles with vibratory actuators, and plantar pressure sensor-based wireless interface with a VR game. System usability testing involved a habituation period and three gaming sessions. Significant gait improvement was associated with game scores (P < 0.05). This VR gait training system allowed real-time virtual immersive interaction with anticipatory stimulus and feedback during gait.
Collapse
Affiliation(s)
- Patrícia M M Silva
- Neuroengineering Program, Edmond and Lily Safra International Institute of Neurosciences, Macaíba, Brazil
- Physical Therapy Department, Federal University of Rio Grande do Norte, Natal, Brazil
| | - Léon W M Silva
- Neuroengineering Program, Edmond and Lily Safra International Institute of Neurosciences, Macaíba, Brazil
| | - Edgar R Vieira
- Physical Therapy Department, Florida International University, Miami, Florida, USA
| | | | - Edgard Morya
- Neuroengineering Program, Edmond and Lily Safra International Institute of Neurosciences, Macaíba, Brazil
| |
Collapse
|
6
|
Kantha P, Hsu WL, Chen PJ, Tsai YC, Lin JJ. A novel balance training approach: Biomechanical study of virtual reality-based skateboarding. Front Bioeng Biotechnol 2023; 11:1136368. [PMID: 36845193 PMCID: PMC9950389 DOI: 10.3389/fbioe.2023.1136368] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/03/2023] [Accepted: 01/26/2023] [Indexed: 02/12/2023] Open
Abstract
Introduction: The use of virtual reality (VR) technology in training and rehabilitation gained increasing attention in recent years due to its potential to provide immersive and interactive experiences. We developed a novel VR-based balance training, VR-skateboarding, for improving balance. It is important to investigate the biomechanical aspects of this training, as it would have benefited both health professionals and software engineers. Aims: This study aimed to compare the biomechanical characteristics of VR-skateboarding with those of walking. Materials and Methods: Twenty young participants (10 males and 10 females) were recruited. Participants underwent VR-skateboarding and walking at the comfortable walking speed, with the treadmill set at the same speed for both tasks. The motion capture system and electromyography were used to determine joint kinematics and muscle activity of the trunk and legs, respectively. The force platform was also used to collect the ground reaction force. Results: Participants demonstrated increased trunk flexion angles and muscle activity of trunk extensor during VR-skateboarding than during walking (p < 0.01). For the supporting leg, participants' joint angles of hip flexion and ankle dorsiflexion, as well as muscle activity of knee extensor, were higher during VR-skateboarding than during walking (p < 0.01). For the moving leg, only hip flexion increased in VR-skateboarding when compared to walking (p < 0.01). Furthermore, participants increased weight distribution in the supporting leg during VR-skateboarding (p < 0.01). Conclusion: VR-skateboarding is a novel VR-based balance training that has been found to improve balance through increased trunk and hip flexion, facilitated knee extensor muscles, and increased weight distribution on the supporting leg compared to walking. These differences in biomechanical characteristics have potential clinical implications for both health professionals and software engineers. Health professionals may consider incorporating VR-skateboarding into training protocols to improve balance, while software engineers may use this information to design new features in VR systems. Our study suggests that the impact of VR-skateboarding particularly manifest when focusing on the supporting leg.
Collapse
Affiliation(s)
- Phunsuk Kantha
- School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan
| | - Wei-Li Hsu
- School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan,Physical Therapy Center, National Taiwan University Hospital, Taipei, Taiwan,*Correspondence: Wei-Li Hsu,
| | - Po-Jung Chen
- School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan
| | - Yi-Ching Tsai
- School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan
| | - Jiu-Jenq Lin
- School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan,Division of Physical Therapy, Department of Physical Medicine and Rehabilitation, National Taiwan University Hospital, Taipei, Taiwan
| |
Collapse
|