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Updated: Jul 17, 2026

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A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
Published on: May 16, 2025
Development of on-bed lower extremity exercise system for use with networked virtual space
1Tokyo University of Agriculture and Technology Nakacho, Koganei, Tokyo 184-8588 JAPAN.
Summary
This study introduces a novel virtual reality (VR) locomotion device for at-home exercise and communication. The device effectively translates lower limb movements into virtual motion, with a recommended 3:1 ratio for optimal exercise benefits.
Area of Science:
- Biomedical Engineering
- Virtual Reality Technology
- Human-Computer Interaction
Background:
- The need for accessible home-based exercise solutions is increasing.
- Virtual reality (VR) offers immersive environments for engagement.
- Integrating physical activity with virtual interaction presents unique challenges.
Purpose of the Study:
- To develop and evaluate a novel virtual space locomotion interface device.
- To assess the device's velocity control, muscle activity, and energy consumption.
- To determine optimal parameters for achieving equivalent exercise effects in VR.
Main Methods:
- Development of a supine lower limb motion-based VR locomotion interface.
- Evaluation of velocity control performance.
- Measurement of electromyography (EMG) for muscle activity and energy expenditure.
Main Results:
- The developed device adequately reflects user subjectivity in motion control.
- Virtual space walking distance requires adjustment to match real-world exercise intensity.
- A 3:1 ratio of virtual to actual walking distance is proposed for equivalent exercise outcomes.
Conclusions:
- The novel VR interface enables effective home-based exercise and communication.
- User-centric design ensures adequate reflection of subjective motion intent.
- Optimized distance scaling is crucial for achieving desired physiological benefits in VR-based exercise.

