Influence of Virtual Reality on Lower Extremity Joint Kinematics During Overground Walking

The inability to regain balance following a trip-induced event is one of the leading causes of falls and fall-related injuries in older adults. Virtual reality (VR) has the potential to expose individuals to realistic environments with minimal injury risk compared to real-world exposures. The purpose of this study was to compare lower extremity joint kinematics during overground walking when exposed to real and virtually generated trip obstacles. A total of 14 healthy participants [7 male, 7 female; age: 23.46 ± 3.31 years; height: 173.85 ± 8.46 cm; mass: 82.19 ± 11.41 kg; shoe size (men’s): 9.03 ± 2.71 s] were recruited for this study. Knee and ankle joint kinematics were recorded during obstacle negotiation when exposed to REAL and VR environments. Environmental exposure was assigned in a counterbalanced order to prevent an order effect. Knee and ankle joint kinematics were independently analyzed using a 2 × 3 repeated measures ANOVA to compare environmental conditions and gait type of the lead leg and trail leg at an alpha level of 0.05. No significant differences were observed between environmental conditions. However, significant differences were observed between gait types of the lead leg and trail leg. Current findings reveal similar gait kinematics during obstacle negotiation when exposed to real and virtually generated trip obstacles, suggesting the potential transfer of skill in fall prevention strategies to real-world conditions.

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Publication Details

Journal
Applied Sciences
Published
2025-11-12
DOI
https://doi.org/10.3390/app152212000
Citations
1
Primary Topic
Balance, Gait, and Falls Prevention
Type
article
Field-Weighted Citation Impact
4.76

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article

Influence of Virtual Reality on Lower Extremity Joint Kinematics During Overground Walking

Nathan O. Conner, Adam C. Knight, Hunter Derby, Harish Chander
1 citations
Applied Sciences
Balance, Gait, and Falls Prevention
4.76
article

Influence of Virtual Reality on Lower Extremity Joint Kinematics During Overground Walking

Nathan O. Conner, Adam C. Knight, Hunter Derby, Harish Chander
article en
1 citations

Abstract

The inability to regain balance following a trip-induced event is one of the leading causes of falls and fall-related injuries in older adults. Virtual reality (VR) has the potential to expose individuals to realistic environments with minimal injury risk compared to real-world exposures. The purpose of this study was to compare lower extremity joint kinematics during overground walking when exposed to real and virtually generated trip obstacles. A total of 14 healthy participants [7 male, 7 female; age: 23.46 ± 3.31 years; height: 173.85 ± 8.46 cm; mass: 82.19 ± 11.41 kg; shoe size (men’s): 9.03 ± 2.71 s] were recruited for this study. Knee and ankle joint kinematics were recorded during obstacle negotiation when exposed to REAL and VR environments. Environmental exposure was assigned in a counterbalanced order to prevent an order effect. Knee and ankle joint kinematics were independently analyzed using a 2 × 3 repeated measures ANOVA to compare environmental conditions and gait type of the lead leg and trail leg at an alpha level of 0.05. No significant differences were observed between environmental conditions. However, significant differences were observed between gait types of the lead leg and trail leg. Current findings reveal similar gait kinematics during obstacle negotiation when exposed to real and virtually generated trip obstacles, suggesting the potential transfer of skill in fall prevention strategies to real-world conditions.

Applied SciencesVol. 15(22)
Oakland University (US), University of Mississippi Medical Center (US), Belmont University (US), Mississippi State University (US)
National Institute for Occupational Safety and Health
Openalex Percentile: Top 5%
Balance, Gait, and Falls Prevention
4.76
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