Literature DB >> 14583123

The effect of two types of virtual reality on voluntary center of pressure displacement.

Alison Lott1, Etienne Bisson, Yves Lajoie, Joan McComas, Heidi Sveistrup.   

Abstract

Voluntary movements result in internal perturbations of balance and equilibrium. One variable regulated during movement is the position of the center of pressure (COP). Sensory information from the visual, vestibular and somatosensory systems is used in establishing relevant frames of reference for postural control. In this study, we were interested in determining whether different limitations of COP movement occur when different approaches to delivering virtual environments are used and when visual information incoherent with vestibular and somatosensory information is provided. Eighteen healthy adults completed voluntary lateral reaches under three conditions: continuous lateral reach (CLR), flatscreen virtual reality (FS), and head-mounted display virtual reality (HMD). Reaching behavior was indexed by force plate measures of maximum anterior-posterior and lateral displacement of the COP. The COP movement decreased in the lateral direction in the HMD condition relative to the FS. The maximum range of COP movement in the anterior-posterior direction increased as a function of reaching task with HMD realizing the greatest amount of movement. The lack of an exocentric frame of reference in HMD coherent with information from other sensory systems results in limiting COP movement within the base of support (BOS) in order to decrease the challenge to the postural control system.

Entities:  

Mesh:

Year:  2003        PMID: 14583123     DOI: 10.1089/109493103769710505

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  10 in total

1.  A comparison of older adults' subjective experiences with virtual and real environments during dynamic balance activities.

Authors:  Rachel Proffitt; Belinda Lange; Christina Chen; Carolee Winstein
Journal:  J Aging Phys Act       Date:  2013-12-11       Impact factor: 1.961

2.  Estimating postural control with the balance rehabilitation unit: measurement consistency, accuracy, validity, and comparison with dynamic posturography.

Authors:  Khalid A Alahmari; Gregory F Marchetti; Patrick J Sparto; Joseph M Furman; Susan L Whitney
Journal:  Arch Phys Med Rehabil       Date:  2013-09-27       Impact factor: 3.966

3.  Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia.

Authors:  Meetika Khurana; Shefali Walia; Majumi M Noohu
Journal:  Top Spinal Cord Inj Rehabil       Date:  2017-05-04

4.  Transient visual perturbations boost short-term balance learning in virtual reality by modulating electrocortical activity.

Authors:  Steven M Peterson; Estefania Rios; Daniel P Ferris
Journal:  J Neurophysiol       Date:  2018-07-25       Impact factor: 2.714

5.  Video capture virtual reality as a flexible and effective rehabilitation tool.

Authors:  Patrice L Weiss; Debbie Rand; Noomi Katz; Rachel Kizony
Journal:  J Neuroeng Rehabil       Date:  2004-12-20       Impact factor: 4.262

6.  Motor rehabilitation using virtual reality.

Authors:  Heidi Sveistrup
Journal:  J Neuroeng Rehabil       Date:  2004-12-10       Impact factor: 4.262

7.  Powered wheelchair simulator development: implementing combined navigation-reaching tasks with a 3D hand motion controller.

Authors:  Gordon Tao; Philippe S Archambault
Journal:  J Neuroeng Rehabil       Date:  2016-01-19       Impact factor: 4.262

8.  Learning real-life cognitive abilities in a novel 360°-virtual reality supermarket: a neuropsychological study of healthy participants and patients with epilepsy.

Authors:  Philip Grewe; Agnes Kohsik; David Flentge; Eugen Dyck; Mario Botsch; York Winter; Hans J Markowitsch; Christian G Bien; Martina Piefke
Journal:  J Neuroeng Rehabil       Date:  2013-04-23       Impact factor: 4.262

9.  Does use of a virtual environment change reaching while standing in patients with traumatic brain injury?

Authors:  Amanda Y Schafer; Ksenia I Ustinova
Journal:  J Neuroeng Rehabil       Date:  2013-07-16       Impact factor: 4.262

10.  An impact study of the design of exergaming parameters on body intensity from objective and gameplay-based player experience perspectives, based on balance training exergame.

Authors:  Tien-Lung Sun; Chia-Hsuan Lee
Journal:  PLoS One       Date:  2013-07-26       Impact factor: 3.240

  10 in total

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