TY - GEN
T1 - Development of Virtual Reality-based Gait Training System Simulating Personal Home Environment
AU - Nagashima, Yuya
AU - Ito, Daigo
AU - Ogura, Ryo
AU - Tominaga, Takanori
AU - Ono, Yumie
N1 - Funding Information:
Research supported by JSPS KAKENHI Grant Numbers JP19H03985, JP17K01529, JP19H01091.
Publisher Copyright:
© 2021 IEEE.
PY - 2021
Y1 - 2021
N2 - We developed a virtual reality (VR)-based gait training system, which could be used by inpatients to train their gait function in a simulated home environment, to reduce the risk of falling after discharge. The proposed system simulates the home environment on a head-mounted display, in which a user can walk around freely. The system provides visual feedback in the event of a collision with an indoor object such as a wall or furniture, prompting the user to modify his or her gait pattern. We first applied the system to healthy young adults and confirmed the usefulness of visual feedback in reducing the walking time and the number of collisions in the simulated room environment. Further, we applied the system to an inpatient with stroke and lower limb paralysis. The patient performed gait training based on a scenario of daily activity using the VR environment that mimicked his house. Five days of training significantly improved the gait and balance functions of the patient. These results suggest that the proposed system foster attention to the surrounding environment and improve gait function in both healthy participants and patients with stroke.Clinical Relevances-This study establishes the importance of visual feedback for VR-based gait training. Additionally, it provides a novel application of VR for gait and balance training in patients with stroke and lower limb paralysis.
AB - We developed a virtual reality (VR)-based gait training system, which could be used by inpatients to train their gait function in a simulated home environment, to reduce the risk of falling after discharge. The proposed system simulates the home environment on a head-mounted display, in which a user can walk around freely. The system provides visual feedback in the event of a collision with an indoor object such as a wall or furniture, prompting the user to modify his or her gait pattern. We first applied the system to healthy young adults and confirmed the usefulness of visual feedback in reducing the walking time and the number of collisions in the simulated room environment. Further, we applied the system to an inpatient with stroke and lower limb paralysis. The patient performed gait training based on a scenario of daily activity using the VR environment that mimicked his house. Five days of training significantly improved the gait and balance functions of the patient. These results suggest that the proposed system foster attention to the surrounding environment and improve gait function in both healthy participants and patients with stroke.Clinical Relevances-This study establishes the importance of visual feedback for VR-based gait training. Additionally, it provides a novel application of VR for gait and balance training in patients with stroke and lower limb paralysis.
UR - http://www.scopus.com/inward/record.url?scp=85122515924&partnerID=8YFLogxK
U2 - 10.1109/EMBC46164.2021.9631077
DO - 10.1109/EMBC46164.2021.9631077
M3 - Conference contribution
C2 - 34892429
AN - SCOPUS:85122515924
T3 - Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS
SP - 5764
EP - 5767
BT - 43rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 43rd Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2021
Y2 - 1 November 2021 through 5 November 2021
ER -