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Development of a novel virtual reality gait intervention
Anna E Boone1, Matthew H Foreman1, Jack R Engsberg1
1Human Performance Laboratory, Washington University School of Medicine in St. Louis, Program in Occupational Therapy, 4444 Forest Park Ave., St. Louis, MO, USA.
Gait & Posture
|December 5, 2016
Summary
Virtual reality (VR) videogame play can enhance enjoyment and motivation, leading to improved gait speed and kinematics. This engaging VR intervention shows promise for rehabilitation by facilitating necessary repetitions for neural plasticity.
Area of Science:
- Rehabilitation science
- Human-computer interaction
- Movement science
Background:
- Improving gait speed and kinematics is often challenging and tedious.
- Virtual reality (VR) offers a potentially engaging alternative for rehabilitation.
Purpose of the Study:
- To develop a feasible and engaging VR intervention for gait improvement.
- To enhance gait variables through interactive videogame play.
Main Methods:
- Gait variables (stride length, cadence, joint angles) were identified using Microsoft Kinect and FAAST software.
- Free online videogames were selected for their ability to manipulate gait variables.
- Feasibility, enjoyment, and motivation were evaluated in participants without disabilities.
Main Results:
- The system successfully detected and manipulated gait variables through VR gameplay.
- Participants reported high levels of enjoyment and motivation during the intervention.
- Gait variables were modifiable to enable successful videogame interaction.
Conclusions:
- A clinically feasible and engaging VR intervention for gait improvement has been developed.
- This approach may facilitate the high number of repetitions needed for neuroplasticity and enhanced gait.
- VR gaming presents a promising avenue for gait rehabilitation.

