Gait is a complex mechanism relying on integration of several sensory inputs such as vestibular, proprioceptive, and visual cues to maintain stability while walking. Often humans adapt their gait to changes in surface inclinations, and this is typically achieved by modulating walking speed according to the inclination in order to counteract the gravitational forces, either uphill (exertion effect) or downhill (braking effect). The contribution of vision to these speed modulations is not fully understood. Here we assessed gait speed effects by parametrically manipulating the discrepancy between virtual visual inclination and the actual surface inclination (aka visual incongruence). Fifteen healthy participants walked in a large-scale virtual...
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe commu...
International audienceEven if optical correlates of self-motion velocity have already been identifie...
The question of how perceptions differ between VR and the real world has far reaching implications f...
While walking, our locomotion is affected by and adapts to the environment based on vision- and body...
Background: In a previous study it was observed that participants increase their walking speed durin...
Balance control in different environments requires coordination between a wide range of sensorimotor...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Background. The aim of this study was to examine the kinematic gait adjustments performed in respons...
Virtual reality environments have been used to show the importance of perception of self-motion in c...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Differences in gait between overground and treadmill walking are suggested to result from imposed tr...
Treadmill-based virtual environments have the potential to allow near natural locomotion through lar...
The use of visual feedback in gait rehabilitation has been suggested to promote recovery of locomoto...
Studies of locomotion in virtual environments assume that correct geometric principles define the re...
Redirected walking allows users of virtual reality applications to explore virtual environments larg...
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe commu...
International audienceEven if optical correlates of self-motion velocity have already been identifie...
The question of how perceptions differ between VR and the real world has far reaching implications f...
While walking, our locomotion is affected by and adapts to the environment based on vision- and body...
Background: In a previous study it was observed that participants increase their walking speed durin...
Balance control in different environments requires coordination between a wide range of sensorimotor...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Background. The aim of this study was to examine the kinematic gait adjustments performed in respons...
Virtual reality environments have been used to show the importance of perception of self-motion in c...
There is a discrepancy between the ability to correctly match the gains of visual and motor speed in...
Differences in gait between overground and treadmill walking are suggested to result from imposed tr...
Treadmill-based virtual environments have the potential to allow near natural locomotion through lar...
The use of visual feedback in gait rehabilitation has been suggested to promote recovery of locomoto...
Studies of locomotion in virtual environments assume that correct geometric principles define the re...
Redirected walking allows users of virtual reality applications to explore virtual environments larg...
Objective: Gait adaptation to environmental challenges is fundamental for independent and safe commu...
International audienceEven if optical correlates of self-motion velocity have already been identifie...
The question of how perceptions differ between VR and the real world has far reaching implications f...