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

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 locom...

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Autores principales: Renaux, Alexandre, Muhla, Frédéric, Clanché, Fabien, Meyer, Philippe, Maïaux, Séverine, Colnat-Coulbois, Sophie, Gauchard, Gérome
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9550093/
https://www.ncbi.nlm.nih.gov/pubmed/36215277
http://dx.doi.org/10.1371/journal.pone.0275876
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author Renaux, Alexandre
Muhla, Frédéric
Clanché, Fabien
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome
author_facet Renaux, Alexandre
Muhla, Frédéric
Clanché, Fabien
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome
author_sort Renaux, Alexandre
collection PubMed
description 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.
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spelling pubmed-95500932022-10-11 Effects of using immersive virtual reality on time and steps during a locomotor task in young adults Renaux, Alexandre Muhla, Frédéric Clanché, Fabien Meyer, Philippe Maïaux, Séverine Colnat-Coulbois, Sophie Gauchard, Gérome PLoS One Research Article 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. Public Library of Science 2022-10-10 /pmc/articles/PMC9550093/ /pubmed/36215277 http://dx.doi.org/10.1371/journal.pone.0275876 Text en © 2022 Renaux et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Renaux, Alexandre
Muhla, Frédéric
Clanché, Fabien
Meyer, Philippe
Maïaux, Séverine
Colnat-Coulbois, Sophie
Gauchard, Gérome
Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title_full Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title_fullStr Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title_full_unstemmed Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title_short Effects of using immersive virtual reality on time and steps during a locomotor task in young adults
title_sort effects of using immersive virtual reality on time and steps during a locomotor task in young adults
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9550093/
https://www.ncbi.nlm.nih.gov/pubmed/36215277
http://dx.doi.org/10.1371/journal.pone.0275876
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