scholarly journals Use of a Remote Eye-Tracker for the Analysis of Gaze during Treadmill Walking and Visual Stimuli Exposition

2016 ◽  
Vol 2016 ◽  
pp. 1-6 ◽  
Author(s):  
V. Serchi ◽  
A. Peruzzi ◽  
A. Cereatti ◽  
U. Della Croce

The knowledge of the visual strategies adopted while walking in cognitively engaging environments is extremely valuable. Analyzing gaze when a treadmill and a virtual reality environment are used as motor rehabilitation tools is therefore critical. Being completely unobtrusive, remote eye-trackers are the most appropriate way to measure the point of gaze. Still, the point of gaze measurements are affected by experimental conditions such as head range of motion and visual stimuli. This study assesses the usability limits and measurement reliability of a remote eye-tracker during treadmill walking while visual stimuli are projected. During treadmill walking, the head remained within the remote eye-tracker workspace. Generally, the quality of the point of gaze measurements declined as the distance from the remote eye-tracker increased and data loss occurred for large gaze angles. The stimulus location (a dot-target) did not influence the point of gaze accuracy, precision, and trackability during both standing and walking. Similar results were obtained when the dot-target was replaced by a static or moving 2D target and “region of interest” analysis was applied. These findings foster the feasibility of the use of a remote eye-tracker for the analysis of gaze during treadmill walking in virtual reality environments.

2008 ◽  
Vol 100 (2) ◽  
pp. 565-575 ◽  
Author(s):  
Britne A. Shabbott ◽  
Robert L. Sainburg

This study was designed to differentiate between two models of motor lateralization: “feedback corrections” and dynamic dominance. Whereas the feedback correction hypothesis suggests that handedness reflects a dominant hemisphere advantage for visual-mediated correction processes, dynamic dominance proposes that each hemisphere has become specialized for distinct aspects of control. This model suggests that the dominant hemisphere is specialized for controlling task dynamics, as required for coordinating efficient trajectories, and the nondominant hemisphere is specialized for controlling limb impedance, as required for maintaining stable postures. To differentiate between these two models, we examined whether visuomotor corrections are mediated differently for the nondominant and dominant arms. Participants performed targeted reaches in a virtual reality environment in which visuomotor rotations occurred in two directions that elicited corrections with different coordination requirements. The feedback correction model predicts a dominant arm advantage for the timing and accuracy of corrections in both directions. Dynamic dominance predicts that correction timing and accuracy will be similar for both arms, but that interlimb differences in the quality of corrections will depend on the coordination requirements, and thus, direction of corrections. Our results indicated that correction time and accuracy did not depend on arm. However, correction quality, as reflected by trajectory curvature, depended on both arm and rotation direction. Nondominant trajectories were systematically more curvilinear than dominant trajectories for corrections with the highest coordination requirement. These results support the dynamic dominance hypothesis.


2013 ◽  
Vol 38 ◽  
pp. S109-S110
Author(s):  
Jaap Harlaar ◽  
Lizeth Sloot ◽  
Marjolein Van der Krogt

2014 ◽  
Vol 39 (3) ◽  
pp. 939-945 ◽  
Author(s):  
L.H. Sloot ◽  
M.M. van der Krogt ◽  
J. Harlaar

2019 ◽  
Vol 2019 ◽  
pp. 1-9 ◽  
Author(s):  
Ye Ma ◽  
Yali Liang ◽  
Xiaodong Kang ◽  
Ming Shao ◽  
Lilja Siemelink ◽  
...  

Objective. To investigate gait characteristics in children with spastic cerebral palsy during inclined treadmill walking under a virtual reality environment. Methods. Ten spastic cerebral palsy (CP) children and ten typically developing (TD) children were asked to walk at their comfortable speed on a treadmill at a ground level and 10° inclined. Three-dimensional kinematic data and ground reaction force data were captured in a computer-assisted rehabilitation environment system. Kinetic parameters and dynamic balance parameters were calculated using a standard biomechanical approach. Results. During uphill walking, both groups decreased walking speed and stride length and increased peak pelvis tilt, ankle dorsiflexion, and hip flexion. Compared with TD children, CP children had decreased walking speed and stride length, decreased peak hip abduction moment, increased stance phase percentage, increased peak ankle dorsiflexion and knee flexion, and increased peak hip extension moment. The peak trunk rotation angle, ankle angle at initial contact, and stride length showed a significant group∗walking condition interaction effect. Conclusions. CP children showed similar adjustments for most gait parameters during uphill walking as TD children. With a lower walking speed, CP children could maintain similar dynamic balance as TD children. Uphill walking magnifies the existing abnormal gait patterns of the cerebral palsy children. We suggest that during a treadmill training with an inclination, the walking speed should be carefully controlled in the case of improving peak joint loading too much.


2018 ◽  
Author(s):  
Jordi Torner ◽  
Stavros Skouras ◽  
José L. Molinuevo ◽  
Juan D. Gispert ◽  
Francisco Alpiste

AbstractVirtual reality is a trending, widely accessible, contemporary technology of increasing utility to biomedical and health applications. However, most implementations of VR environments are tailored to specific applications. We describe the complete development of a novel, open-source virtual reality environment that is suitable for multipurpose biomedical and healthcare applications. The developed environment simulates an immersive (first-person perspective) run in the countryside, in a virtual landscape with various salient features. The utility of the developed VR environment has been validated via two test usage cases: an application in the context of motor rehabilitation following injury of the lower limbs and an application in the context of real-time functional magnetic resonance imaging neurofeedback, to regulate brain function in specific regions of interest. The resulting test applications suggest that the implemented approach is robust, versatile and efficient. Both applications are publicly available via a GitHub repository, in support of the Open Science initiative. We anticipate our contribution to catalyze further progress and replicability with regards to the usage of virtual reality in biomedical and health applications.Index Terms— Motor rehabilitation, neurofeedback, virtual reality.


2021 ◽  
Vol 11 ◽  
Author(s):  
Anastasia Pavlidou ◽  
Sebastian Walther

Movement abnormalities are prevalent across all stages of schizophrenia contributing to poor social functioning and reduced quality of life. To date, treatments are scarce, often involving pharmacological agents, but none have been shown to improve movement abnormalities effectively. Virtual reality (VR) is a tool used to simulate virtual environments where behavioral performance can be quantified safely across different tasks while exerting control over stimulus delivery, feedback and measurement in real time. Sensory information is transmitted via a head mounted display allowing users to directly interact with virtual objects and bodies using gestures and body movements in the real world to perform different actions, permitting a sense of immersion in the simulated virtual environment. Although, VR has been widely used for successful motor rehabilitation in a variety of different neurological domains, none have been exploited for motor rehabilitation in schizophrenia. The objectives of this article are to review movement abnormalities specific to schizophrenia, and how VR can be utilized to restore and improve motor functioning in patients with schizophrenia. Constructing VR-mediated motor-cognitive interventions that can help in retaining and transferring the learned outcomes to real life are also discussed.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


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