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Anterior-Posterior Balance Perturbation Protocol Using Lifelike Virtual Reality Environment
Gustavo Sandri Heidner1, Patrick M Rider1, J C Mizelle1
1East Carolina University.
Journal of Applied Biomechanics
|May 13, 2020
Summary
Virtual reality balance training can effectively perturb postural sway using specific sinusoidal movement parameters. Higher amplitudes and frequencies in virtual reality environments significantly alter balance compared to baseline.
Area of Science:
- Biomechanics
- Human movement science
- Virtual reality applications
Background:
- Virtual reality (VR) is a viable tool for challenging balance and inducing postural sway.
- A standardized metric for VR balance perturbation is lacking.
- Current VR interventions require optimization for efficacy, realism, and repeatability.
Purpose of the Study:
- To investigate the effects of different amplitude and frequency configurations in an anterior-posterior translation VR environment on balance.
- To identify specific VR movement parameters that effectively perturb balance.
Main Methods:
- Thirteen healthy young adults participated.
- Balance was challenged using anterior-posterior sinusoidal movements within a VR environment.
- Tested amplitudes: 1, 5, 10, 20 cm; frequencies: 0.5, 0.25 Hz.
Main Results:
- Mean center of pressure velocity increased significantly at 0.5 Hz with 10 and 20 cm amplitudes.
- Mean center of pressure approximate entropy increased significantly at 0.5 Hz with 20 cm amplitude.
- Specific sinusoidal movement parameters altered balance compared to quiet standing.
Conclusions:
- Realistic VR environments can effectively perturb balance.
- Efficacious balance perturbation in VR depends on specific movement parameters (amplitude and frequency).
- Further research is needed to standardize VR balance perturbation protocols.

