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...

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Detalles Bibliográficos
Publicado en:Gait & Posture Vol. 67; pp. 251 - 257
Autores principales: Martelli, Dario, Xia, Boxi, Prado, Antonio, Agrawal, Sunil K.
Formato: research Journal Article
Publicado: Elsevier B.V. Jan2019
Acceso en línea:Ver este registro en EBSCOhost