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Visual Stabilization of Balance in Virtual Reality Using the HTC Vive

Published: 03 April 2019 Publication History

Abstract

Vision in real environments stabilizes balance compared to an eyes-closed condition. For virtual reality to be safe and fully effective in applications such as physical rehabilitation, vision in virtual reality should stabilize balance as much as vision in the real world. Older virtual reality technology was previously found to stabilize balance but by less than half as much as real-world vision. Recent advancements in display technology might allow for vision in virtual reality to be as stabilizing as vision in the real world. This study evaluated whether viewing a virtual environment through the HTC Vive—a new consumer-grade head-mounted display—stabilizes balance, and whether visual stabilization is similar to that provided by real-world vision. Participants viewed the real laboratory or a virtual replica of the laboratory and attempted to maintain an unstable stance with eyes open or closed while standing at one of two viewing distances. Vision was significantly stabilizing in all conditions, but the virtual environment provided less visual stabilization than did the real environment. Regardless of the environment, near viewing led to greater visual stabilization than did far viewing. The smaller stabilizing influence of viewing a virtual compared to real environment might lead to greater risk of falls in virtual reality and smaller gains in physical rehabilitation using virtual reality.

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  • (2024)Balance performance of healthy young individuals in real versus matched virtual environments: a systematic scoping reviewFrontiers in Human Neuroscience10.3389/fnhum.2024.142258118Online publication date: 29-Jul-2024
  • (2024)Influence of virtual heights and a cognitive task on standing postural steadinessInternational Journal of Industrial Ergonomics10.1016/j.ergon.2024.103553100(103553)Online publication date: Mar-2024
  • (2023)Visual Cues for a Steadier You: Visual Feedback Methods Improved Standing Balance in Virtual Reality for People with Balance ImpairmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.332024429:11(4666-4675)Online publication date: 1-Nov-2023
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Published In

cover image ACM Transactions on Applied Perception
ACM Transactions on Applied Perception  Volume 16, Issue 2
April 2019
94 pages
ISSN:1544-3558
EISSN:1544-3965
DOI:10.1145/3320114
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 03 April 2019
Accepted: 01 February 2019
Revised: 01 January 2019
Received: 01 January 2018
Published in TAP Volume 16, Issue 2

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Author Tags

  1. Balance
  2. posture
  3. stereoscopic displays
  4. virtual environments

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  • Research-article
  • Research
  • Refereed

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  • Seed Grant for Social Sciences from the Iowa State University College of Liberal Arts and Sciences

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Cited By

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  • (2024)Balance performance of healthy young individuals in real versus matched virtual environments: a systematic scoping reviewFrontiers in Human Neuroscience10.3389/fnhum.2024.142258118Online publication date: 29-Jul-2024
  • (2024)Influence of virtual heights and a cognitive task on standing postural steadinessInternational Journal of Industrial Ergonomics10.1016/j.ergon.2024.103553100(103553)Online publication date: Mar-2024
  • (2023)Visual Cues for a Steadier You: Visual Feedback Methods Improved Standing Balance in Virtual Reality for People with Balance ImpairmentsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.332024429:11(4666-4675)Online publication date: 1-Nov-2023
  • (2023)Auditory, Vibrotactile, or Visual? Investigating the Effective Feedback Modalities to Improve Standing Balance in Immersive Virtual Reality for People with Balance Impairments Due to Type 2 Diabetes2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00072(573-582)Online publication date: 16-Oct-2023
  • (2022)Sinusoidal Optic Flow Perturbations Reduce Transient but Not Continuous Postural Stability: A Virtual Reality-Based StudyFrontiers in Physiology10.3389/fphys.2022.80318513Online publication date: 18-May-2022
  • (2022)Auditory Feedback for Standing Balance Improvement in Virtual Reality2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)10.1109/VR51125.2022.00100(782-791)Online publication date: Mar-2022
  • (2021)The Effects of Visual Backgrounds in the Virtual Environments on the Postural Stability of StandingIEEE Transactions on Neural Systems and Rehabilitation Engineering10.1109/TNSRE.2021.308702129(1129-1137)Online publication date: 2021
  • (2020)Optical Flow, Perturbation Velocities and Postural Response In Virtual Reality2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW50115.2020.00245(789-790)Online publication date: Mar-2020
  • (2020)Negative Effects Associated with HMDs in Augmented and Virtual RealityVirtual, Augmented and Mixed Reality. Design and Interaction10.1007/978-3-030-49695-1_27(410-428)Online publication date: 19-Jul-2020
  • (2019)Virtual Scene Construction for Seismic Damage of Building Ceilings and FurnitureApplied Sciences10.3390/app91734659:17(3465)Online publication date: 22-Aug-2019

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