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Turning Strategies While Walking on an Omnidirectional Treadmill With Virtual Reality
Summary
Omnidirectional treadmills with virtual reality (ODTVR) subtly alter body coordination during turns. While safe and easy to use, ODTVR affects walking speed and step length, requiring consideration for research and clinical applications.
Area of Science:
- Human locomotion and biomechanics
- Virtual reality in rehabilitation and training
- Gait analysis and motor control
Background:
- Omnidirectional treadmills with virtual reality (ODTVR) are emerging tools for complex locomotor training.
- The specific effects of ODTVR on gait parameters and body segment coordination are not well understood.
- Understanding these effects is crucial for optimizing ODTVR use in clinical and research settings.
Purpose of the Study:
- To investigate the impact of a motorized self-paced ODTVR system on axial body segment coordination.
- To analyze spatiotemporal gait parameters during a turning while walking task under ODTVR conditions.
- To compare ODTVR effects against an omnidirectional treadmill (ODT) without VR and overground walking (OVG).
Main Methods:
- Kinematic data were collected from twenty healthy young adults.
- Participants performed a turning while walking task under three conditions: ODTVR, ODT, and OVG.
- Gait parameters and body segment reorientation sequences were analyzed.
Main Results:
- A consistent head-thorax-pelvis-heading sequence of reorientation was observed across all conditions.
- ODTVR showed earlier segment reorientation onsets and marginally smaller amplitudes compared to ODT and OVG.
- Walking speed and step length were reduced in ODTVR compared to ODT and OVG, with ODT also showing reductions versus OVG.
Conclusions:
- Subtle alterations in body segment coordination during ODTVR are primarily attributed to the VR component.
- Both the omnidirectional treadmill and VR components influenced walking speed and step length.
- ODTVR is perceived as non-anxiogenic and easy to use, supporting its potential for clinical and experimental applications, with consideration for user experience.

