249 related articles for article (PubMed ID: 37749566)
1. Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.
De Keersmaecker E; Van Bladel A; Zaccardi S; Lefeber N; Rodriguez-Guerrero C; Kerckhofs E; Jansen B; Swinnen E
J Neuroeng Rehabil; 2023 Sep; 20(1):124. PubMed ID: 37749566
[TBL] [Abstract][Full Text] [Related]
2. Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke.
Winter C; Kern F; Gall D; Latoschik ME; Pauli P; Käthner I
J Neuroeng Rehabil; 2021 Apr; 18(1):68. PubMed ID: 33888148
[TBL] [Abstract][Full Text] [Related]
3. The Effect of Optic Flow Speed on Active Participation During Robot-Assisted Treadmill Walking in Healthy Adults.
De Keersmaecker E; Lefeber N; Serrien B; Jansen B; Rodriguez-Guerrero C; Niazi N; Kerckhofs E; Swinnen E
IEEE Trans Neural Syst Rehabil Eng; 2020 Jan; 28(1):221-227. PubMed ID: 31765315
[TBL] [Abstract][Full Text] [Related]
4. Overground Walking in a Fully Immersive Virtual Reality: A Comprehensive Study on the Effects on Full-Body Walking Biomechanics.
Horsak B; Simonlehner M; Schöffer L; Dumphart B; Jalaeefar A; Husinsky M
Front Bioeng Biotechnol; 2021; 9():780314. PubMed ID: 34957075
[TBL] [Abstract][Full Text] [Related]
5. Effects of a Modern Virtual Reality 3D Head-Mounted Display Exergame on Simulator Sickness and Immersion Under Specific Conditions in Young Women and Men: Experimental Study.
Ciążyńska J; Janowski M; Maciaszek J
JMIR Serious Games; 2022 Nov; 10(4):e41234. PubMed ID: 36445744
[TBL] [Abstract][Full Text] [Related]
6. Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation.
Morizio C; Compagnat M; Boujut A; Labbani-Igbida O; Billot M; Perrochon A
Medicina (Kaunas); 2022 Dec; 58(12):. PubMed ID: 36557007
[TBL] [Abstract][Full Text] [Related]
7. Modulation of walking speed by changing optic flow in persons with stroke.
Lamontagne A; Fung J; McFadyen BJ; Faubert J
J Neuroeng Rehabil; 2007 Jun; 4():22. PubMed ID: 17594501
[TBL] [Abstract][Full Text] [Related]
8. Walking in fully immersive virtual environments: an evaluation of potential adverse effects in older adults and individuals with Parkinson's disease.
Kim A; Darakjian N; Finley JM
J Neuroeng Rehabil; 2017 Feb; 14(1):16. PubMed ID: 28222783
[TBL] [Abstract][Full Text] [Related]
9. Immersive Virtual Reality to Restore Natural Long-Range Autocorrelations in Parkinson's Disease Patients' Gait During Treadmill Walking.
Lheureux A; Lebleu J; Frisque C; Sion C; Stoquart G; Warlop T; Detrembleur C; Lejeune T
Front Physiol; 2020; 11():572063. PubMed ID: 33071825
[TBL] [Abstract][Full Text] [Related]
10. Effects of adding a virtual reality environment to different modes of treadmill walking.
Sloot LH; van der Krogt MM; Harlaar J
Gait Posture; 2014 Mar; 39(3):939-45. PubMed ID: 24412269
[TBL] [Abstract][Full Text] [Related]
11. Walking with head-mounted virtual and augmented reality devices: Effects on position control and gait biomechanics.
Chan ZYS; MacPhail AJC; Au IPH; Zhang JH; Lam BMF; Ferber R; Cheung RTH
PLoS One; 2019; 14(12):e0225972. PubMed ID: 31800637
[TBL] [Abstract][Full Text] [Related]
12. Gaze direction affects walking speed when using a self-paced treadmill with a virtual reality environment.
Jeschke AM; de Groot LE; van der Woude LHV; Oude Lansink ILB; van Kouwenhove L; Hijmans JM
Hum Mov Sci; 2019 Oct; 67():102498. PubMed ID: 31330475
[TBL] [Abstract][Full Text] [Related]
13. Virtual reality doorway and hallway environments alter gait kinematics in people with Parkinson disease and freezing.
Besharat A; Imsdahl SI; Yamagami M; Nhan N; Bellatin O; Burden SA; Cummer K; Pradhan SD; Kelly VE
Gait Posture; 2022 Feb; 92():442-448. PubMed ID: 34996008
[TBL] [Abstract][Full Text] [Related]
14. Upper Extremity Rehabilitation Using Fully Immersive Virtual Reality Games With a Head Mount Display: A Feasibility Study.
Lee SH; Jung HY; Yun SJ; Oh BM; Seo HG
PM R; 2020 Mar; 12(3):257-262. PubMed ID: 31218794
[TBL] [Abstract][Full Text] [Related]
15. Assessment of Wheelchair Propulsion Performance in an Immersive Virtual Reality Simulator.
Yang YS; Koontz AM; Hsiao YH; Pan CT; Chang JJ
Int J Environ Res Public Health; 2021 Jul; 18(15):. PubMed ID: 34360309
[TBL] [Abstract][Full Text] [Related]
16. How humans use visual optic flow to regulate stepping during walking.
Salinas MM; Wilken JM; Dingwell JB
Gait Posture; 2017 Sep; 57():15-20. PubMed ID: 28570860
[TBL] [Abstract][Full Text] [Related]
17. Cyber sickness in low-immersive, semi-immersive, and fully immersive virtual reality.
Martirosov S; Bureš M; Zítka T
Virtual Real; 2022; 26(1):15-32. PubMed ID: 34025203
[TBL] [Abstract][Full Text] [Related]
18. Characterization of speed adaptation while walking on an omnidirectional treadmill.
Soni S; Lamontagne A
J Neuroeng Rehabil; 2020 Nov; 17(1):153. PubMed ID: 33228761
[TBL] [Abstract][Full Text] [Related]
19. The effect of virtual reality on gait variability.
Katsavelis D; Mukherjee M; Decker L; Stergiou N
Nonlinear Dynamics Psychol Life Sci; 2010 Jul; 14(3):239-56. PubMed ID: 20587300
[TBL] [Abstract][Full Text] [Related]
20. The utility of a virtual reality locomotion interface for studying gait behavior.
Sheik-Nainar MA; Kaber DB
Hum Factors; 2007 Aug; 49(4):696-709. PubMed ID: 17702221
[TBL] [Abstract][Full Text] [Related]
[Next] [New Search]