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在不同模式的跑步机行走中添加虚拟现实环境的效果。

Effects of adding a virtual reality environment to different modes of treadmill walking.

作者信息

Sloot L H, van der Krogt M M, Harlaar J

机构信息

Dept. of Rehabilitation Medicine, Research Institute MOVE Amsterdam, VU University Medical Center, Amsterdam, The Netherlands.

Dept. of Rehabilitation Medicine, Research Institute MOVE Amsterdam, VU University Medical Center, Amsterdam, The Netherlands.

出版信息

Gait Posture. 2014 Mar;39(3):939-45. doi: 10.1016/j.gaitpost.2013.12.005. Epub 2013 Dec 18.

Abstract

Differences in gait between overground and treadmill walking are suggested to result from imposed treadmill speed and lack of visual flow. To counteract this effect, feedback-controlled treadmills that allow the subject to control the belt speed along with an immersive virtual reality (VR) have recently been developed. We studied the effect of adding a VR during both fixed speed (FS) and self-paced (SP) treadmill walking. Nineteen subjects walked on a dual-belt instrumented treadmill with a simple endless road projected on a 180° circular screen. A main effect of VR was found for hip flexion offset, peak hip extension, peak knee extension moment, knee flexion moment gain and ankle power during push off. A consistent interaction effect between VR and treadmill mode was found for 12 out of 30 parameters, although the differences were small and did not exceed 50% of the within subject stride variance. At FS, the VR seemed to slightly improve the walking pattern towards overground walking, with for example a 6.5mm increase in stride length. At SP, gait became slightly more cautious by adding a VR, with a 9.1mm decrease in stride length. Irrespective of treadmill mode, subjects rated walking with the VR as more similar to overground walking. In the context of clinical gait analysis, the effects of VR are too small to be relevant and are outweighed by the gains of adding a VR, such as a more stimulating experience and possibility of augmenting it by real-time feedback.

摘要

地面行走和跑步机行走之间的步态差异被认为是由跑步机设定速度和缺乏视觉流所致。为了抵消这种影响,近来已开发出反馈控制跑步机,它能让受试者控制皮带速度,同时配备沉浸式虚拟现实(VR)。我们研究了在固定速度(FS)和自定速度(SP)跑步机行走过程中添加VR的效果。19名受试者在一台双皮带测力跑步机上行走,180°圆形屏幕上投射出一条简单的无尽道路。研究发现,VR对髋关节屈曲偏移、髋关节伸展峰值、膝关节伸展峰值力矩、膝关节屈曲力矩增益以及蹬离期踝关节功率均有主要影响。在30项参数中,有12项发现VR与跑步机模式之间存在一致的交互作用,尽管差异较小,且未超过受试者步幅方差的50%。在FS模式下,VR似乎能使行走模式朝着地面行走方向稍有改善,例如步幅增加6.5毫米。在SP模式下,添加VR后步态会变得稍显谨慎,步幅减少9.1毫米。无论跑步机模式如何,受试者都认为佩戴VR行走与地面行走更为相似。在临床步态分析中,VR的影响过小,无实际意义,但其带来的更多刺激体验以及通过实时反馈增强体验的可能性等益处超过了这些影响。

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