White Paper

Virtual and Augmented Reality Based Balance and Gait Training

This white paper provides a summary of the evidence for using virtual and augmented reality-based balance and gait training in different populations.

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        • Literature

        Results

        Number of results: 67
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        Literature

        Increased use of stepping strategy in response to medio-lateral perturbations in the elderly relates to altered reactive tibialis anterior activity

        Literature

        Gait Stability Training in a Virtual Environment Improves Gait and Dynamic Balance Capacity in Incomplete Spinal Cord Injury Patients

        Literature

        An Immersive Virtual Reality Platform to Enhance Walking Ability of Children with Acquired Brain Injuries

        Literature

        Modulation of gluteus medius activity reflects the potential of the muscle to meet the mechanical demands during perturbed walking

        Literature

        Overground versus self-paced treadmill walking in a virtual environment in children with cerebral palsy

        Literature

        How normal is normal: Consequences of stride to stride variability, treadmillwalking and age when using normative paediatric gait data

        Literature

        Muscle Synergies in Response to Biofeedback-Driven Gait Adaptations in Children With Cerebral Palsy

        Literature

        Axial pelvis range of motion affects thorax-pelvis timing during gait