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dc.contributor.authorRaffegeau, TE
dc.contributor.authorFawver, B
dc.contributor.authorClark, M
dc.contributor.authorEngel, BT
dc.contributor.authorYoung, WR
dc.contributor.authorWilliams, AM
dc.contributor.authorLohse, KR
dc.contributor.authorFino, PC
dc.date.accessioned2020-02-13T13:58:53Z
dc.date.issued2020-01-11
dc.description.abstractThe fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. Purpose: To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. Methods: Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. Results: A significant Height × Speed × Trial interaction (p =  0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p =  0.381), but at high elevation, they significantly increased speed across trials (p =  0.001). At self-selected speeds, no effects were revealed (all p >  0.188) and only effects for Height were observed for fast speeds (p <  0.001). After turning at high elevation, participants reported greater cognitive (p =  0.008) and somatic anxiety (p =  0.007), reduced confidence (p = 0.021), and greater mental effort (p <  0.001) compared to the low elevation. Conclusion: VR can safely induce mobility-related anxiety during dynamic motor tasks, and habituation effects from repeated exposure should be carefully considered in experimental designs and analysis.en_GB
dc.identifier.citationVol. 77, pp. 6 - 13en_GB
dc.identifier.doi10.1016/j.gaitpost.2020.01.006
dc.identifier.urihttp://hdl.handle.net/10871/40840
dc.language.isoenen_GB
dc.publisherElsevieren_GB
dc.rights.embargoreasonUnder embargo until 11 January 2021 in compliance with publisher policyen_GB
dc.rights© 2020. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dc.subjectElevationen_GB
dc.subjectFear of fallingen_GB
dc.subjectInertial sensoren_GB
dc.subjectMental efforten_GB
dc.subjectTurningen_GB
dc.titleThe feasibility of using virtual reality to induce mobility-related anxiety during turningen_GB
dc.typeArticleen_GB
dc.date.available2020-02-13T13:58:53Z
dc.identifier.issn0966-6362
dc.descriptionThis is the author accepted manuscript. The final version is available from Elsevier via the DOI in this recorden_GB
dc.identifier.journalGait & Postureen_GB
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/  en_GB
dcterms.dateAccepted2020-01-07
rioxxterms.versionAMen_GB
rioxxterms.licenseref.startdate2020-01-11
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2020-02-13T13:55:41Z
refterms.versionFCDAM
refterms.panelCen_GB


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©  2020. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/  
Except where otherwise noted, this item's licence is described as © 2020. This version is made available under the CC-BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0/