Literature DB >> 30500732

Locomotor circumvention strategies in response to static pedestrians in a virtual and physical environment.

Marco A Bühler1, Anouk Lamontagne2.   

Abstract

BACKGROUND: Circumvention of pedestrians is an essential requirement of community ambulation and can be challenging to reproduce in laboratory or clinical settings. Virtual reality (VR) is a powerful tool that allows investigations, assessments or training of such tasks under ecological but controlled conditions. The extent to which current VR technologies can elicit responses similar to those observed in the physical world, however, remains to be determined. RESEARCH QUESTIONS: (1) To what extent does the circumvention of static pedestrians in VR differ from that observed in the physical environment (PE)? and; (2) To what extent does the inter-trial variability of obstacle circumvention outcomes differ in VR vs. the PE?
METHODS: Healthy young participants (n = 13) were assessed while walking and avoiding a collision with an interferer that stood either at 3.0 and 3.5 m from the participant's starting position (experimental trials) or that exited to the side (catch trials). The task was performed in the PE and VE, in a random order. A female collaborator acted as interferer in the PE and her kinematics was used to create the avatar used in the VE.
RESULTS: Compared to the PE, the circumvention of a static pedestrian in VR was characterized by larger obstacle clearances and slower walking speeds. Characteristics of circumvention strategy such as the preferred side of circumvention, response to obstacle position and pattern of speed adaptation were similar between VR and the PE. Inter-trial variability for the different outcomes were also similar between the two environments. SIGNIFICANCE: Differences in obstacle clearance and speed indicate the use of "safer" circumvention strategies in VR. However, the patterns of locomotor adaptation that were largely similar between the two environments which suggests that VR is a valuable tool to study, assess and possibly train complex locomotor tasks such as obstacle avoidance.
Copyright © 2018 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Locomotion; Navigation; Obstacle avoidance; Virtual reality; Young adult

Mesh:

Year:  2018        PMID: 30500732     DOI: 10.1016/j.gaitpost.2018.10.004

Source DB:  PubMed          Journal:  Gait Posture        ISSN: 0966-6362            Impact factor:   2.840


  3 in total

1.  Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.

Authors:  Alexandre Renaux; Frédéric Muhla; Fabien Clanché; Philippe Meyer; Séverine Maïaux; Sophie Colnat-Coulbois; Gérome Gauchard
Journal:  PLoS One       Date:  2022-10-10       Impact factor: 3.752

2.  Virtual reality-based assessment of cognitive-locomotor interference in healthy young adults.

Authors:  Anne Deblock-Bellamy; Anouk Lamontagne; Bradford J McFadyen; Marie-Christine Ouellet; Andreanne K Blanchette
Journal:  J Neuroeng Rehabil       Date:  2021-03-22       Impact factor: 4.262

3.  Kinematic Gait Adjustments to Virtual Environments on Different Surface Conditions: Do Treadmill and Over-Ground Walking Exhibit Different Adaptations to Passive Virtual Immersion?

Authors:  Gonzalo Varas-Diaz; Shivani Paralkar; Shuaijie Wang; Tanvi Bhatt
Journal:  Rehabil Res Pract       Date:  2020-12-19
  3 in total

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