Cross-sectional study analyzes VR impact on gait in healthy adults, suggesting rehabilitation applications.
Objective:The purpose of this study was to analyze the effects of changes in visual information delivered through virtual reality (VR) on gait stability and balance control in healthy adults, and to suggest directions for future clinical rehabilitation training using VR technology.Design: Cross-sectional study.Methods: Twenty-eight healthy adults participated in this study.Gait was assessed using the GAITRite system while participants walked on a flat surface under three conditions: a high narrow path and a downhill path presented via a head-mounted VR device, and a non-VR flat walking condition performed with normal vision.The visual environment in VR conditions was implemented using VR Chat, and all non-visual variables were controlled to examine the independent effects of visual ground characteristics on gait.Results: Visual ground changes in the VR environment significantly altered gait patterns, characterized by reduced velocity, cadence, step and stride length, and increased step time compared with flat walking (p0.05).Both VR conditions showed decreased swing and single support ratios and increased stance and double support ratios, indicating a more cautious gait strategy.Step width decreased significantly, whereas stride width did not differ among conditions.Conclusions: VR environments can alter gait patterns even on flat ground, demonstrating that motor behavior is modulated by visual-cognitive information.VR-based interventions may be effectively utilized in rehabilitation training for individuals with impaired balance and mobility.
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Lee et al. (2026) studied this question.
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