• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

年轻人和老年人在(非)等长虚拟行走过程中的步态参数分析。

Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking.

出版信息

IEEE Trans Vis Comput Graph. 2018 Oct;24(10):2663-2674. doi: 10.1109/TVCG.2017.2771520. Epub 2017 Nov 10.

DOI:10.1109/TVCG.2017.2771520
PMID:29990158
Abstract

Understanding real walking in virtual environments (VEs) is important for immersive experiences, allowing users to move through VEs in the most natural way. Previous studies have shown that basic implementations of real walking in virtual spaces, in which head-tracked movements are mapped isometrically to a VE, are not estimated as entirely natural. Instead, users estimate a virtual walking velocity as more natural when it is slightly increased compared to the user's physical locomotion. However, these findings have been reported in most cases only for young persons, e.g., students, whereas older adults are clearly underrepresented in such studies. Recently, virtual reality (VR) has received significant public and media attention. Therefore, it appears reasonable to assume that people at different ages will have access to VR, and might use this technology more and more in application scenarios such as rehabilitation or training. To better understand how people at different ages walk and perceive locomotion in VR, we have performed a study to investigate the effects of (non-)isometric mappings between physical movements and virtual motions in the VE on the walking biomechanics across generations, i.e., younger and older adults. Three primary domains (pace, base of support and phase) of spatio-temporal parameters were identified to evaluate gait performance. The results show that the older adults walked very similar in the real and VE in the pace and phasic domains, which differs from results found in younger adults. In contrast, the results indicate differences in terms of base of support domain parameters for both groups while walking within a VE and the real world. For non-isometric mappings, we found in both younger and older adults an increased divergence of gait parameters in all domains correlating with the up- or down-scaled velocity of visual self-motion feedback. The results provide important insights into the design of future VR applications for older adults in domains ranging from medicine and psychology to rehabilitation.

摘要

理解虚拟现实环境(VE)中的真实行走对于沉浸式体验非常重要,它使使用者能够以最自然的方式在 VE 中移动。先前的研究表明,在虚拟空间中基本实现真实行走,即将头部跟踪的运动等距映射到 VE 中,并不被完全视为自然。相反,当虚拟行走速度比使用者的身体运动稍微增加时,使用者会估计这种虚拟行走速度更自然。然而,这些发现大多仅在年轻人(例如学生)的情况下报告,而在这些研究中,老年人的代表性明显不足。最近,虚拟现实(VR)引起了公众和媒体的广泛关注。因此,可以合理地假设不同年龄段的人都可以使用 VR,并且在康复或培训等应用场景中,他们可能会越来越多地使用这项技术。为了更好地了解不同年龄段的人在 VR 中行走和感知运动的方式,我们进行了一项研究,以调查物理运动与 VE 中虚拟运动之间的(非)等距映射对代际行走生物力学的影响,即年轻人和老年人。确定了三个主要的时空参数领域(步幅、支撑基础和相位)来评估步态表现。结果表明,老年人在真实环境和 VE 中的步幅和相位领域中行走方式非常相似,这与年轻人的结果不同。相比之下,在 VE 和现实世界中行走时,两组的支撑基础领域参数都存在差异。对于非等距映射,我们发现,在年轻人和老年人中,所有领域的步态参数都随着视觉自我运动反馈的缩放速度增加而增加,与实际的行走速度增加而增加而增加。这些结果为未来为老年人设计从医学和心理学到康复的各个领域的 VR 应用提供了重要的见解。

相似文献

1
Analyses of Gait Parameters of Younger and Older Adults During (Non-)Isometric Virtual Walking.年轻人和老年人在(非)等长虚拟行走过程中的步态参数分析。
IEEE Trans Vis Comput Graph. 2018 Oct;24(10):2663-2674. doi: 10.1109/TVCG.2017.2771520. Epub 2017 Nov 10.
2
Gait adaptations during overground walking and multidirectional oscillations of the visual field in a virtual reality headset.在虚拟现实头显中进行地面行走和视野多方向振荡时的步态适应
Gait Posture. 2019 Jan;67:251-256. doi: 10.1016/j.gaitpost.2018.10.029. Epub 2018 Oct 26.
3
Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics.头戴式虚拟现实和增强现实设备行走:对位置控制和步态生物力学的影响。
PLoS One. 2019 Dec 4;14(12):e0225972. doi: 10.1371/journal.pone.0225972. eCollection 2019.
4
Overground gait training using virtual reality aimed at gait symmetry.虚拟现实辅助地面步行训练以实现步态对称。
Hum Mov Sci. 2021 Apr;76:102770. doi: 10.1016/j.humov.2021.102770. Epub 2021 Feb 23.
5
Gait adaptation to visual kinematic perturbations using a real-time closed-loop brain-computer interface to a virtual reality avatar.使用实时闭环脑机接口控制虚拟现实化身来实现步态对视觉运动学扰动的适应。
J Neural Eng. 2016 Jun;13(3):036006. doi: 10.1088/1741-2560/13/3/036006. Epub 2016 Apr 11.
6
GaitRec-VR: 3D Gait Analysis for Walking Overground with and without a Head-Mounted-Display in Virtual Reality.步态 VR:在虚拟现实中头戴式显示器对地面行走和无头戴式显示器行走的 3D 步态分析。
Sci Data. 2024 Oct 8;11(1):1099. doi: 10.1038/s41597-024-03939-0.
7
Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.在完全沉浸式虚拟现实中的地面行走:对全身行走生物力学影响的综合研究
Front Bioeng Biotechnol. 2021 Dec 3;9:780314. doi: 10.3389/fbioe.2021.780314. eCollection 2021.
8
Analysis of Gait Kinematics in Smart Walker-Assisted Locomotion in Immersive Virtual Reality Scenario.沉浸式虚拟现实场景中智能助行器辅助行走的步态运动学分析。
Sensors (Basel). 2024 Aug 27;24(17):5534. doi: 10.3390/s24175534.
9
The Treadport: Natural Gait on a Treadmill.踏车跑步机:自然步态在跑步机上。
Hum Factors. 2019 Aug;61(5):736-748. doi: 10.1177/0018720818819951. Epub 2019 Jan 17.
10
Biomechanical Evaluation of Virtual Reality-based Turning on a Self-Paced Linear Treadmill.基于虚拟现实的自定步速直线跑步机转向的生物力学评估
Gait Posture. 2018 Sep;65:157-162. doi: 10.1016/j.gaitpost.2018.07.175. Epub 2018 Jul 24.

引用本文的文献

1
How far along the future path do individuals recognize the path for stepping on multiple footfall targets? A new evaluation method under virtual reality.个体能提前多远识别出踏上多个脚步目标的路径?虚拟现实环境下的一种新评估方法。
Front Sports Act Living. 2025 Mar 19;7:1526576. doi: 10.3389/fspor.2025.1526576. eCollection 2025.
2
Characterization of Upper Extremity Kinematics Using Virtual Reality Movement Tasks and Wearable IMU Technology.利用虚拟现实运动任务和可穿戴式 IMU 技术对上肢运动学进行分析。
Sensors (Basel). 2023 Dec 30;24(1):233. doi: 10.3390/s24010233.
3
Alterations in Physical Demands During Virtual/Augmented Reality-Based Tasks: A Systematic Review.
虚拟现实/增强现实任务中的体力需求变化:系统评价。
Ann Biomed Eng. 2023 Sep;51(9):1910-1932. doi: 10.1007/s10439-023-03292-0. Epub 2023 Jul 24.
4
A Perspective on Using Virtual Reality to Incorporate the Affective Context of Everyday Falls Into Fall Prevention.关于利用虚拟现实将日常跌倒的情感背景纳入跌倒预防的观点。
JMIR Aging. 2023 Jan 11;6:e36325. doi: 10.2196/36325.
5
Validation of an immersive virtual reality device accepted by seniors that preserves the adaptive behavior produced in the real world.一种被老年人接受的沉浸式虚拟现实设备的验证,该设备保留了在现实世界中产生的适应性行为。
Front Bioeng Biotechnol. 2022 Sep 2;10:917486. doi: 10.3389/fbioe.2022.917486. eCollection 2022.
6
Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.在完全沉浸式虚拟现实中的地面行走:对全身行走生物力学影响的综合研究
Front Bioeng Biotechnol. 2021 Dec 3;9:780314. doi: 10.3389/fbioe.2021.780314. eCollection 2021.
7
A Review of the Potential of Virtual Walking Techniques for Gait Rehabilitation.虚拟步行技术在步态康复中的潜力综述。
Front Hum Neurosci. 2021 Nov 3;15:717291. doi: 10.3389/fnhum.2021.717291. eCollection 2021.
8
Kinematic Gait Adjustments to Virtual Environments on Different Surface Conditions: Do Treadmill and Over-Ground Walking Exhibit Different Adaptations to Passive Virtual Immersion?不同表面条件下对虚拟环境的运动步态调整:跑步机行走和地面行走对被动虚拟沉浸的适应表现是否不同?
Rehabil Res Pract. 2020 Dec 19;2020:8901973. doi: 10.1155/2020/8901973. eCollection 2020.
9
Gait coordination in overground walking with a virtual reality avatar.在地面行走时与虚拟现实化身的步态协调。
R Soc Open Sci. 2020 Jul 15;7(7):200622. doi: 10.1098/rsos.200622. eCollection 2020 Jul.
10
Wearable Inertial Measurement Units for Assessing Gait in Real-World Environments.用于在现实环境中评估步态的可穿戴惯性测量单元。
Front Physiol. 2020 Feb 20;11:90. doi: 10.3389/fphys.2020.00090. eCollection 2020.