The feasibility of using virtual reality to induce mobility-related anxiety during turning

•We used VR to elicit mobility-related anxiety while turning at simulated height.•Peak turning velocity decreased when turning at simulated high elevations.•Participants seemed to acclimate to the height illusion after five trials.•Turning at height increased worry, tension, and mental effort, and r...

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Veröffentlicht in:Gait & posture 2020-03, Vol.77 (NA), p.6-13
Hauptverfasser: Raffegeau, Tiphanie E., Fawver, Bradley, Clark, Mindie, Engel, Benjamin T., Young, William R., Williams, A. Mark, Lohse, Keith R., Fino, Peter C.
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container_end_page 13
container_issue NA
container_start_page 6
container_title Gait & posture
container_volume 77
creator Raffegeau, Tiphanie E.
Fawver, Bradley
Clark, Mindie
Engel, Benjamin T.
Young, William R.
Williams, A. Mark
Lohse, Keith R.
Fino, Peter C.
description •We used VR to elicit mobility-related anxiety while turning at simulated height.•Peak turning velocity decreased when turning at simulated high elevations.•Participants seemed to acclimate to the height illusion after five trials.•Turning at height increased worry, tension, and mental effort, and reduced confidence.•VR can safely elicit mobility-related anxiety in healthy adults during turning. The fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. Purpose: To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. Methods: Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. Results: A significant Height × Speed × Trial interaction (p =  0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p =  0.381), but at high elevation, they significantly increased speed across trials (p =  0.001). At self-selected speeds, no effects were revealed (all p >  0.188) and only effects for Height were observed for fast speeds (p 
doi_str_mv 10.1016/j.gaitpost.2020.01.006
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Mark ; Lohse, Keith R. ; Fino, Peter C.</creator><creatorcontrib>Raffegeau, Tiphanie E. ; Fawver, Bradley ; Clark, Mindie ; Engel, Benjamin T. ; Young, William R. ; Williams, A. Mark ; Lohse, Keith R. ; Fino, Peter C.</creatorcontrib><description>•We used VR to elicit mobility-related anxiety while turning at simulated height.•Peak turning velocity decreased when turning at simulated high elevations.•Participants seemed to acclimate to the height illusion after five trials.•Turning at height increased worry, tension, and mental effort, and reduced confidence.•VR can safely elicit mobility-related anxiety in healthy adults during turning. The fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. Purpose: To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. Methods: Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. Results: A significant Height × Speed × Trial interaction (p =  0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p =  0.381), but at high elevation, they significantly increased speed across trials (p =  0.001). At self-selected speeds, no effects were revealed (all p &gt;  0.188) and only effects for Height were observed for fast speeds (p &lt;  0.001). After turning at high elevation, participants reported greater cognitive (p =  0.008) and somatic anxiety (p =  0.007), reduced confidence (p = 0.021), and greater mental effort (p &lt;  0.001) compared to the low elevation. 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Mark</creatorcontrib><creatorcontrib>Lohse, Keith R.</creatorcontrib><creatorcontrib>Fino, Peter C.</creatorcontrib><title>The feasibility of using virtual reality to induce mobility-related anxiety during turning</title><title>Gait &amp; posture</title><addtitle>Gait Posture</addtitle><description>•We used VR to elicit mobility-related anxiety while turning at simulated height.•Peak turning velocity decreased when turning at simulated high elevations.•Participants seemed to acclimate to the height illusion after five trials.•Turning at height increased worry, tension, and mental effort, and reduced confidence.•VR can safely elicit mobility-related anxiety in healthy adults during turning. The fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. Purpose: To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. Methods: Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. Results: A significant Height × Speed × Trial interaction (p =  0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p =  0.381), but at high elevation, they significantly increased speed across trials (p =  0.001). At self-selected speeds, no effects were revealed (all p &gt;  0.188) and only effects for Height were observed for fast speeds (p &lt;  0.001). After turning at high elevation, participants reported greater cognitive (p =  0.008) and somatic anxiety (p =  0.007), reduced confidence (p = 0.021), and greater mental effort (p &lt;  0.001) compared to the low elevation. Conclusion: VR can safely induce mobility-related anxiety during dynamic motor tasks, and habituation effects from repeated exposure should be carefully considered in experimental designs and analysis.</description><subject>Accidental Falls - prevention &amp; control</subject><subject>Adult</subject><subject>Anxiety - diagnosis</subject><subject>Anxiety - physiopathology</subject><subject>Computer Simulation</subject><subject>Elevation</subject><subject>Fear</subject><subject>Fear of falling</subject><subject>Feasibility Studies</subject><subject>Female</subject><subject>Gait</subject><subject>Humans</subject><subject>Illusions</subject><subject>Inertial sensor</subject><subject>Male</subject><subject>Mental effort</subject><subject>Orientation</subject><subject>Postural Balance</subject><subject>Range of Motion, Articular</subject><subject>Social Environment</subject><subject>Turning</subject><subject>Virtual Reality</subject><subject>Walking Speed</subject><subject>Young Adult</subject><issn>0966-6362</issn><issn>1879-2219</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNqFkTtPxDAQhC0EguPxF1BKmoT1I07cgRAvCYkGGhrLZ6_Bp1xy2A7i_j05DmippthvdqQZQk4pVBSoPF9Urybk1ZByxYBBBbQCkDtkRttGlYxRtUtmoKQsJZfsgBymtAAAwVu2Tw44VTVVtJ6Rl6c3LDyaFOahC3ldDL4YU-hfi48Q82i6IqL5PuShCL0bLRbLYcuWETuT0RWm_ww4IW6MG2ceYz_pMdnzpkt48qNH5Pnm-unqrnx4vL2_unworRAql040QIUDznwtsPbUN1JQ5J7P565RqrV142zbYGu9BN5aBcqCEty0NQPb8CNytv27isP7iCnrZUgWu870OIxJMyFAiKkW9T_KBZW0kTWbULlFbRxSiuj1KoaliWtNQW8m0Av9O4HeTKCB6mmCyXj6kzHOl-j-bL-dT8DFFsCplI-AUScbsLfoQkSbtRvCfxlfOeWbwg</recordid><startdate>20200301</startdate><enddate>20200301</enddate><creator>Raffegeau, Tiphanie E.</creator><creator>Fawver, Bradley</creator><creator>Clark, Mindie</creator><creator>Engel, Benjamin T.</creator><creator>Young, William R.</creator><creator>Williams, A. Mark</creator><creator>Lohse, Keith R.</creator><creator>Fino, Peter C.</creator><general>Elsevier B.V</general><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>20200301</creationdate><title>The feasibility of using virtual reality to induce mobility-related anxiety during turning</title><author>Raffegeau, Tiphanie E. ; Fawver, Bradley ; Clark, Mindie ; Engel, Benjamin T. ; Young, William R. ; Williams, A. Mark ; Lohse, Keith R. ; Fino, Peter C.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c449t-d47014d032f54e5f1f7641e3f3bbd7998c57dc87e8cf6038c909c0943a8520c73</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Accidental Falls - prevention &amp; control</topic><topic>Adult</topic><topic>Anxiety - diagnosis</topic><topic>Anxiety - physiopathology</topic><topic>Computer Simulation</topic><topic>Elevation</topic><topic>Fear</topic><topic>Fear of falling</topic><topic>Feasibility Studies</topic><topic>Female</topic><topic>Gait</topic><topic>Humans</topic><topic>Illusions</topic><topic>Inertial sensor</topic><topic>Male</topic><topic>Mental effort</topic><topic>Orientation</topic><topic>Postural Balance</topic><topic>Range of Motion, Articular</topic><topic>Social Environment</topic><topic>Turning</topic><topic>Virtual Reality</topic><topic>Walking Speed</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Raffegeau, Tiphanie E.</creatorcontrib><creatorcontrib>Fawver, Bradley</creatorcontrib><creatorcontrib>Clark, Mindie</creatorcontrib><creatorcontrib>Engel, Benjamin T.</creatorcontrib><creatorcontrib>Young, William R.</creatorcontrib><creatorcontrib>Williams, A. Mark</creatorcontrib><creatorcontrib>Lohse, Keith R.</creatorcontrib><creatorcontrib>Fino, Peter C.</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Gait &amp; posture</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Raffegeau, Tiphanie E.</au><au>Fawver, Bradley</au><au>Clark, Mindie</au><au>Engel, Benjamin T.</au><au>Young, William R.</au><au>Williams, A. Mark</au><au>Lohse, Keith R.</au><au>Fino, Peter C.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The feasibility of using virtual reality to induce mobility-related anxiety during turning</atitle><jtitle>Gait &amp; posture</jtitle><addtitle>Gait Posture</addtitle><date>2020-03-01</date><risdate>2020</risdate><volume>77</volume><issue>NA</issue><spage>6</spage><epage>13</epage><pages>6-13</pages><issn>0966-6362</issn><eissn>1879-2219</eissn><abstract>•We used VR to elicit mobility-related anxiety while turning at simulated height.•Peak turning velocity decreased when turning at simulated high elevations.•Participants seemed to acclimate to the height illusion after five trials.•Turning at height increased worry, tension, and mental effort, and reduced confidence.•VR can safely elicit mobility-related anxiety in healthy adults during turning. The fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. Purpose: To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. Methods: Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. Results: A significant Height × Speed × Trial interaction (p =  0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p =  0.381), but at high elevation, they significantly increased speed across trials (p =  0.001). At self-selected speeds, no effects were revealed (all p &gt;  0.188) and only effects for Height were observed for fast speeds (p &lt;  0.001). After turning at high elevation, participants reported greater cognitive (p =  0.008) and somatic anxiety (p =  0.007), reduced confidence (p = 0.021), and greater mental effort (p &lt;  0.001) compared to the low elevation. Conclusion: VR can safely induce mobility-related anxiety during dynamic motor tasks, and habituation effects from repeated exposure should be carefully considered in experimental designs and analysis.</abstract><cop>England</cop><pub>Elsevier B.V</pub><pmid>31951915</pmid><doi>10.1016/j.gaitpost.2020.01.006</doi><tpages>8</tpages><oa>free_for_read</oa></addata></record>
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subjects Accidental Falls - prevention & control
Adult
Anxiety - diagnosis
Anxiety - physiopathology
Computer Simulation
Elevation
Fear
Fear of falling
Feasibility Studies
Female
Gait
Humans
Illusions
Inertial sensor
Male
Mental effort
Orientation
Postural Balance
Range of Motion, Articular
Social Environment
Turning
Virtual Reality
Walking Speed
Young Adult
title The feasibility of using virtual reality to induce mobility-related anxiety during turning
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