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

        Gaze direction affects walking speed when using a self-paced treadmill with a virtual reality environment

        Literature

        Effects of Pulmonary Rehabilitation on Gait Characteristics in Patients with COPD

        Literature

        Validation of wearable visual feedback for retraining foot progression angle using inertial sensors and an augmented reality headset

        Literature

        Biomechanical effects of rocker shoes on plantar aponeurosis strain in patients with plantar fasciitis and healthy controls

        Literature

        The effects of electromyography-assisted modelling in estimating musculotendon forces during gait 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

        The validity and usability of an eight marker model for avatar-based biofeedback gait training

        Literature

        Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises