TY - JOUR
T1 - Manipulating spatial distance in virtual reality: Effects on treadmill walking performance in patients with intermittent claudication
AU - Cuperus, Anne A.
AU - Keizer, Anouk
AU - Evers, Andrea W.M.
AU - van den Houten, Marijn M.L.
AU - Teijink, Joep A.W.
AU - van der Ham, Ineke J.M.
PY - 2018/2/1
Y1 - 2018/2/1
N2 - Research indicates that the manipulation of spatial distance between objects in a previously observed environment may go unnoticed when the categorical information of these objects, such as their order, matches that of memory for the environment. Using a repeated measures design, we investigated whether manipulations of spatial distance in virtual reality (VR) can influence treadmill exercise performance (i.e., walking distance) in patients with intermittent claudication; a cramping pain or discomfort in the legs, which occurs during exercise. Participants (N = 19) carried out four treadmill exercise sessions; one without VR and three with a VR environment to move through while walking. They were instructed to walk until the pain forced them to stop. All VR sessions contained the same environment, but in the second and third session it was ‘stretched’ and ‘compressed’. Walking distance was not influenced by the mere addition of VR. However, both VR manipulations led to greater walking distance than the VR baseline session and participants walked furthest when presented with the stretched environment. The results indicate that the manipulation of spatial distance in VR can be of clinical relevance; a finding that may be applied in the development of future medical applications.
AB - Research indicates that the manipulation of spatial distance between objects in a previously observed environment may go unnoticed when the categorical information of these objects, such as their order, matches that of memory for the environment. Using a repeated measures design, we investigated whether manipulations of spatial distance in virtual reality (VR) can influence treadmill exercise performance (i.e., walking distance) in patients with intermittent claudication; a cramping pain or discomfort in the legs, which occurs during exercise. Participants (N = 19) carried out four treadmill exercise sessions; one without VR and three with a VR environment to move through while walking. They were instructed to walk until the pain forced them to stop. All VR sessions contained the same environment, but in the second and third session it was ‘stretched’ and ‘compressed’. Walking distance was not influenced by the mere addition of VR. However, both VR manipulations led to greater walking distance than the VR baseline session and participants walked furthest when presented with the stretched environment. The results indicate that the manipulation of spatial distance in VR can be of clinical relevance; a finding that may be applied in the development of future medical applications.
KW - Distance manipulation
KW - Intermittent claudication
KW - Pain distraction
KW - Treadmill
KW - Virtual reality
UR - http://www.mendeley.com/research/manipulating-spatial-distance-virtual-reality-effects-treadmill-walking-performance-patients-intermi
U2 - 10.1016/j.chb.2017.10.037
DO - 10.1016/j.chb.2017.10.037
M3 - Article
VL - 79
SP - 211
EP - 216
JO - Computers in Human Behavior
JF - Computers in Human Behavior
ER -