TY - JOUR
T1 - Virtual reality and musculoskeletal pain
T2 - manipulating sensory cues to improve motor performance during walking
AU - Powell, Wendy
AU - Simmonds, Maureen J.
PY - 2014/6/3
Y1 - 2014/6/3
N2 - Musculoskeletal pain (MSP) is the most expensive nonmalignant health problem and the most common reason
for activity limitation. Treatment approaches to improve movement without aggravating pain are urgently
needed. Virtual reality (VR) can decrease acute pain, as well as influence movement speed. It is not clear
whether VR can improve movement speed in individuals with MSP without aggravating pain. This study investigated
the extent to which different audio and optic flow cues in a VR environment influenced walking speed
in people with and without MSP. A total of 36 subjects participated, 19 with MSP and 17 controls. All walked on a
motorized self-paced treadmill interfaced with a three-dimensional virtual walkway. The audio tempo was scaled
(75%, 100%, and 125%) from baseline cadence, and optic flow was either absent, or scaled to 50% or 100% of
preferred walking speed. Gait speed was measured during each condition, and pain was measured before and after
the experiment. Repeated measures analysis of variance showed that audio tempo above baseline cadence
significantly increased walking speed in both groups, F(3, 99) = 10.41, p < 0.001. Walking speed increases of
more than 25% occurred in both groups in the 125% audio tempo condition, without any significant increase in
pain. There was also a trend toward increased walking speeds with the use of optic flow, but the results in this
study did not achieve significance at the p < 0.05 level, F(2, 66) = 2.01, p = 0.14. Further research is needed to
establish the generalizability of increasing movement speed across different physical performance tasks in VR.
AB - Musculoskeletal pain (MSP) is the most expensive nonmalignant health problem and the most common reason
for activity limitation. Treatment approaches to improve movement without aggravating pain are urgently
needed. Virtual reality (VR) can decrease acute pain, as well as influence movement speed. It is not clear
whether VR can improve movement speed in individuals with MSP without aggravating pain. This study investigated
the extent to which different audio and optic flow cues in a VR environment influenced walking speed
in people with and without MSP. A total of 36 subjects participated, 19 with MSP and 17 controls. All walked on a
motorized self-paced treadmill interfaced with a three-dimensional virtual walkway. The audio tempo was scaled
(75%, 100%, and 125%) from baseline cadence, and optic flow was either absent, or scaled to 50% or 100% of
preferred walking speed. Gait speed was measured during each condition, and pain was measured before and after
the experiment. Repeated measures analysis of variance showed that audio tempo above baseline cadence
significantly increased walking speed in both groups, F(3, 99) = 10.41, p < 0.001. Walking speed increases of
more than 25% occurred in both groups in the 125% audio tempo condition, without any significant increase in
pain. There was also a trend toward increased walking speeds with the use of optic flow, but the results in this
study did not achieve significance at the p < 0.05 level, F(2, 66) = 2.01, p = 0.14. Further research is needed to
establish the generalizability of increasing movement speed across different physical performance tasks in VR.
U2 - 10.1089/cyber.2014.0061
DO - 10.1089/cyber.2014.0061
M3 - Article
SN - 2152-2715
VL - 17
SP - 390
EP - 396
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
IS - 6
ER -