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Updated: Jun 25, 2026

Deep-Learning Based Multi-Joint Synchronous Tracking for Objective Quantification of Hindlimb Locomotor Kinematics in Rats
Published on: April 3, 2026
Locomotion through a complex environment with limited field-of-view
Alexander Toet1, Mirela Kahrimanović, Nico J Delleman
1TNO Human Factors, P.O. Box 23, 3769ZG Soesterberg, The Netherlands. lex.toet@tno.nl
Field-of-view restrictions significantly slow down obstacle course navigation. Narrower vertical fields of view and extremely restricted horizontal fields of view most impact walking speed and head movements.
Area of Science:
- Human locomotion
- Visual perception
- Human-computer interaction
Background:
- Field-of-view (FOV) restrictions are known to affect task performance.
- The impact of FOV restrictions on locomotion in complex environments remains unclear.
Purpose of the Study:
- To investigate the effects of horizontal and vertical FOV restrictions on walking speed and head movements during obstacle course navigation.
- To determine how different degrees of FOV restriction influence traversal time and head motion.
Main Methods:
- Participants navigated an obstacle course under various horizontal (30-180 degrees) and vertical (18, 48 degrees) FOV restriction conditions.
- Walking speed (time to complete course) and head movement angular velocity were measured.
- Performance was compared against an unrestricted FOV condition.
Main Results:
- All tested FOV restrictions significantly increased course completion time compared to unrestricted viewing.
- A vertical FOV of 18 degrees resulted in significantly longer traversal times than 48 degrees.
- Narrow horizontal FOV (30 degrees) significantly increased traversal time, while 75-180 degrees showed no significant difference.
Conclusions:
- FOV restrictions demonstrably impair human locomotion performance in complex environments.
- Vertical FOV has a more pronounced effect on locomotion speed than horizontal FOV within tested ranges.
- Findings have implications for designing devices with controlled visual input, such as VR/AR systems.
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