Effects of using immersive virtual reality on time and steps during a locomotor task in young adults.
Where this comes from
- Record sourced from PubMed, PMID 36215277.
- Also identified by DOI 10.1371/journal.pone.0275876 and PMC identifier 9550093.
- No licence information is recorded for this record.
- Because redistribution is not established, this page shows the abstract only. Follow the links below for the full text.
Abstract
Immersive virtual reality makes possible to perceive and interact in a standardized, reproductible and digital environment, with a wide range of simulated situations possibilities. This study aimed to measure the potential effect of virtual reality on time and number of steps when performing a locomotor task, in a young adult's population. Sixty young adults (32W, 28M, mean age 21.55 ± 1.32), who had their first immersive virtual reality experience, performed a locomotor task based on "Timed Up and Go" (TUG) task in real, in virtual reality in a stopped train and in virtual reality in a moving train. Time and number of steps variables representing primary locomotion indicators were measured and compared between each condition. Results showed significant increases in time and number of steps in the two virtual reality conditions compared to real but not between the two virtual reality conditions. There was an effect of virtual reality in young adults when performing the locomotor task. It means that technological and digital characteristics of the immersive virtual reality experience led to modify motor strategies employed. Adding a plausible visual optic flow did not appear to affect motor control further when the information is negligible and not essential for performing the task.
Medical subject headings
- Virtual Reality