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Tami J Bang

Publications and source records attributed to Tami J Bang.

2 recordsLinked to original sources

Does walking in a virtual environment induce unstable gait? An examination of vertical ground reaction forces.

Virtual reality (VR) can induce postural instability in standing and walking, as quantified with kinematic parameters. This study examines the effect of a VR environment on kinetic gait parameters. Ten healthy volunteers walked on an instrumented treadmill in a VR environment and a non-VR environment. In the VR environment, a corridor with colored vertical stripes comprising the walls was projected onto a concave screen placed in front of the treadmill. The speed of the moving image was perceptually equivalent to the speed of the treadmill, creating an illusion that subjects walked through the corridor. Vertical ground reaction forces were sampled. Kinetic parameters that reflect gait stability (weight acceptance peak force, weight acceptance rate, push-off peak force and push-off rate) were compared between the VR and non-VR environments. Subjects walked in the VR environment with increased magnitudes and rates of weight acceptance force and with increased rates of push-off force. Variability in weight acceptance rates and peak forces, and variability in push-off peak forces, were also increased in the VR environment. The gait deviations reflect a compensatory response to visual stimulation that occurs in the VR environment, suggesting that walking in a VR environment may induce gait instability in healthy subjects.

Adult↗

Spatiotemporal gait deviations in a virtual reality environment.

Previous research suggests that postural sway in standing increases in virtual reality (VR) environments. This study was conducted to examine whether gait instability is prevalent when people walk in a VR environment. Ten healthy adults participated in the study. Subjects walked on a treadmill in a VR environment and a non-VR environment at each of three walking speeds: 0.9, 1.1, and 1.3 m/s. In the VR environment, an endless corridor with colored vertical stripes comprising the walls was projected onto a hemispherical screen placed in front of the treadmill. The speed of the moving corridor image was matched to the speed of the treadmill to create the illusion that subjects were walking through the endless corridor. Spatiotemporal data during gait were collected with an instrumented treadmill housing two piezoelectric force platforms. Gait parameters reflective of gait instability (stride length, step width, variability in stride velocity, and variability in step width) were compared between the VR and non-VR environments. Subjects walked in the VR environment with reduced stride lengths (p = 0.001), increased step widths (p = 0.001), and with increased variability in stride velocity (p < 0.001) and step width (p = 0.002). The gait deviations suggest that walking in a VR environment may induce gait instability in healthy subjects.

Adult↗