Gait adaptations during overground walking and multidirectional oscillations of the visual field in a virtual reality headset.
Background: Virtual reality (VR) has been used to study locomotor adaptability during balance-demanding tasks by exploring how humans react and adapt to the virtual environment (VE) and discordant sensorimotor stimulations. Previous research primarily focused on treadmill walking and little is known...
| Publicado en: | Gait & Posture Vol. 67; pp. 251 - 257 |
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| Autores principales: | , , , |
| Formato: | research Journal Article |
| Publicado: |
Elsevier B.V.
Jan2019
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| Acceso en línea: | Ver este registro en EBSCOhost |