Related Experiment Video
Updated: Aug 5, 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
Virtual Reality-Guided Reaching During Treadmill Walking Alters Dynamic Stability in People with Stroke
Hanieh Pazhooman1, Ricardo Vega1, Bob Dirmish2
1Medical College of Wisconsin.
Research Square
|August 1, 2026
Summary
Reaching during virtual reality (VR) treadmill walking increases balance demands for stroke survivors, mainly due to trunk and arm movements. This highlights the potential of VR for gait rehabilitation.
Area of Science:
- Neurorehabilitation
- Biomechanics
- Virtual Reality (VR) applications
Background:
- Stroke survivors often experience impaired dynamic balance during gait.
- Virtual reality (VR) offers a promising platform for gait rehabilitation.
- Understanding balance challenges during complex tasks in VR is crucial for effective therapy.
Purpose of the Study:
- To investigate the impact of goal-directed reaching on dynamic balance in stroke survivors during VR-based treadmill walking.
- To quantify dynamic balance using frontal-plane whole-body angular momentum (H).
Main Methods:
- Sixteen individuals with stroke performed a VR-based reaching task while walking on a treadmill.
- Markerless motion capture (Theia3D) collected kinematic data.
- Frontal-plane range of angular momentum (HR) and segmental contributions were analyzed.
Main Results:
- Frontal-plane HR significantly increased during reaching strides compared to non-reaching strides across various walking speeds.
- Balance demands were higher for reaching contralateral targets.
- The trunk and reaching arm were primary contributors to altered angular momentum during reaching.
Conclusions:
- Goal-directed reaching during VR treadmill walking significantly increases frontal-plane balance demands for stroke survivors.
- Trunk and reaching arm movements are key factors influencing balance during this task.
- Task-specific, internally generated challenges within VR environments show potential for gait rehabilitation strategies.
