scholarly journals Walking cadence affects the recruitment of the medial-lateral balance mechanisms

2019 ◽  
Author(s):  
Tyler Fettrow ◽  
Hendrik Reimann ◽  
David Grenet ◽  
Jeremy Crenshaw ◽  
Jill Higginson ◽  
...  

AbstractWe have previously identified three balance mechanisms that young healthy adults use to maintain balance while walking. The three mechanisms are: 1) The lateral ankle mechanism, an active modulation of ankle inversion/eversion in stance; 2) The foot placement mechanism, an active shift of the swing foot placement; and 3) The push-off mechanism, an active modulation of the ankle plantarflexion angle during double stance. Here we seek to determine whether there are changes in neural control of balance when walking at different cadences and speeds. Twenty-one healthy young adults walked on a self-paced treadmill while immersed in a 3D virtual reality cave, and periodically received balance perturbations (bipolar galvanic vestibular stimulation) eliciting a perceived fall to the side. Subjects were instructed to match two cadences specified by a metronome, 110bpm (High) and 80bpm (Low), which led to faster and slower gait speeds, respectively. The results indicate that subjects altered the use of the balance mechanisms at different cadences. The lateral ankle mechanism was used more in the Low condition, while the foot placement mechanism was used more in the High condition. There was no difference in the use of the push-off mechanism between cadence conditions. These results suggest that neural control of balance is altered when gait characteristics such as cadence change, suggesting a flexible balance response that is sensitive to the constraints of the gait cycle. We speculate that the use of the balance mechanisms may be a factor resulting in well-known characteristics of gait in populations with compromised balance control, such as slower gait speed in older adults or higher cadence in people with Parkinson’s disease.

Author(s):  
Tyler Fettrow ◽  
Stephen DiBianca ◽  
Fernando Vanderlinde dos Santos ◽  
Hendrik Reimann ◽  
John Jeka

AbstractHumans need to actively control their upright posture during walking to avoid loss of balance. We do not have a comprehensive theory for how humans regulate balance during walking, especially in complex environments. Balance must be maintained in a variety of contexts including crowded city side-walks, rocky nature trails, walks on the beach, or fast-paced sporting events. The nervous system must process many aspects of the environment to produce an appropriate motor output in order to maintain balance on two legs. We have previously identified three balance mechanisms that young healthy adults use to maintain balance while walking: 1) The ankle roll mechanism, a modulation of ankle inversion/eversion; 2) The foot placement mechanism, a shift of the swing foot placement; and 3) The push-off mechanism, a modulation of the ankle plantarflexion angle during double stance. We know that these mechanisms are interdependent and can be influenced by internal factors such as the phase of the gait cycle and walking cadence. Here we seek to determine whether there are changes in neural control of balance when walking in the presence of environmental constraints. Subjects walked on a selfpaced treadmill while immersed in a virtual environment that provides three different colored pathways. Subjects were instructed not to step in the No-Step Zone, which appeared either on the right or left side of the subject. While walking, subjects received balance perturbations in the form of galvanic vestibular stimulation, providing the sensation of falling sideways, either toward the No-Step zone or toward the Neutral zone on the other side. The results indicate that the use of the balance mechanisms are subtly altered depending on whether the perceived fall is toward the No-Step or the Neutral zone. This experiment provides further evidence that the balance control system during walking is extremely flexible, recruiting multiple mechanisms at different times in the gait cycle to adapt to environmental constraints.


Neurology ◽  
2018 ◽  
Vol 91 (23 Supplement 1) ◽  
pp. S27.2-S27
Author(s):  
Fernando Santos ◽  
Jaclyn B Caccese ◽  
Mariana Gongora ◽  
Ian Sotnek ◽  
Elizabeth Kaye ◽  
...  

Exposure to repetitive subconcussive head impacts (RSHI), specifically soccer heading, is associated with white matter microstructural changes and cognitive performance impairments. However, the effect of soccer heading exposure on vestibular processing and balance control during walking has not been studied. Galvanic vestibular stimulation (GVS) is a tool that can be used to probe the vestibular system during standing and walking. The purpose of this study was to investigate the association of soccer heading with subclinical balance deficits during walking. Twenty adult amateur soccer players (10 males and 10 females, 22.3 ± 4.5 years, 170.5 ± 9.8 cm, 70.0 ± 10.5 kg) walked along a foam walkway with the eyes closed under 2 conditions: with GVS (∼40 trials) and without GVS (∼40 trials). Outcome measures included mediolateral center-of-mass (COM), center-of-pressure (COP) separation, foot placement, mediolateral ankle modulation, hip adduction, and ankle push off. For each balance mechanism, a GVS response was calculated (GVS, mean [without GVS]). In addition, participants completed a questionnaire, reporting soccer heading exposure over the past year. A linear regression model was used to determine if vestibular processing and balance during walking were related to RSHI exposure. Both foot placement (R2 = 0.324, p = 0.009) and hip adduction (R2 = 0.183, p = 0.50) were predicted by RSHI; whereby, greater exposure to RSHI was associated with greater foot placement and hip adduction responses. However, COM-COP separation (R2 < 0.001, p = 0.927), ankle modulation (R2 = 0.037, p = 0.417), and push off (R2 < 0.001, p = 0.968) were not related to RSHI exposure. Individuals who were exposed to greater RSHI were more perturbed by vestibular stimulation during walking, suggesting that there may be vestibular dysfunction and balance impairments with frequent heading; specifically, individuals with greater exposure to RSHI responded with larger foot placement and hip adduction responses to GVS.


2004 ◽  
Vol 92 (3) ◽  
pp. 1269-1275 ◽  
Author(s):  
Leah R. Bent ◽  
J. Timothy Inglis ◽  
Bradford J. McFadyen

Locomotion relies on vision, somatosensory input, and vestibular information. Both vision and somatosensory signals have been shown to be phase dependently modulated during locomotion; however, the regulation of vestibular information has not been investigated in humans. By delivering galvanic vestibular stimulation (GVS) to subjects at either heel contact, mid-stance, or toe-off, it was possible to investigate when vestibular information was important during the gait cycle. The results indicated a difference in the vestibular regulation of upper versus lower body control. Upper body responses to GVS applied at different times did not differ in magnitude for the head ( P = 0.2383), trunk ( P = 0.1473), or pelvis ( P = 0.1732) showing a similar dependence on vestibular information for upper body alignment across the gait cycle. In contrast, foot placement was dependent on the time when stimulation was delivered. Changes in foot placement were significantly larger at heel contact (during the double support phase) than when stimulation was delivered at mid-stance (in the single support phase of the gait cycle; P = 0.0193). These latter results demonstrate, for the first time, evidence of phase-dependent modulation of vestibular information during human walking.


2013 ◽  
Vol 29 (3) ◽  
pp. 346-353 ◽  
Author(s):  
Jana Fleischmann ◽  
Guillaume Mornieux ◽  
Dominic Gehring ◽  
Albert Gollhofer

Sideward movements are associated with high incidences of lateral ankle sprains. Special shoe constructions might be able to reduce these injuries during lateral movements. The purpose of this study was to investigate whether medial compressible forefoot sole elements can reduce ankle inversion in a reactive lateral movement, and to evaluate those elements’ influence on neuromuscular and mechanical adjustments in lower extremities. Foot placement and frontal plane ankle joint kinematics and kinetics were analyzed by 3-dimensional motion analysis. Electromyographic data of triceps surae, peroneus longus, and tibialis anterior were collected. This modified shoe reduced ankle inversion in comparison with a shoe with a standard sole construction. No differences in ankle inversion moments were found. With the modified shoe, foot placement occurred more internally rotated, and muscle activity of the lateral shank muscles was reduced. Hence, lateral ankle joint stability during reactive sideward movements can be improved by these compressible elements, and therefore lower lateral shank muscle activity is required. As those elements limit inversion, the strategy to control inversion angles via a high external foot rotation does not need to be used.


2020 ◽  
Vol 9 (6) ◽  
pp. 1986 ◽  
Author(s):  
Zan Gao ◽  
Jung Eun Lee ◽  
Daniel J. McDonough ◽  
Callie Albers

The December 2019 COVID-19 outbreak in China has led to worldwide quarantine, as recommended by local governments and the World Health Organization. Particularly affected are older adults (i.e., those aged ≥ 65 years) who are at elevated risk for various adverse health outcomes, including declines in motor ability and physical activity (PA) participation, increased obesity, impaired cognition, and various psychological disorders. Thus, given the secular increases in the older adult population, novel and effective intervention strategies are necessary to improve physical activity behaviors and health in this population. Virtual reality (VR)-integrated exercise is a promising intervention strategy, which has been utilized in healthcare fields like stroke rehabilitation and psychotherapy. Therefore, the purpose of this editorial is to synthesize recent research examining the efficacy and effectiveness of VR exercise in the promotion of favorable health outcomes among the older adults. Results indicate the application of VR exercise to facilitate improved physical outcomes (e.g., enhanced motor ability, reduced obesity), cognition and psychological outcomes. VR exercise has also been observed to be an effective intervention strategy for fall prevention in this population. Future research should employ more rigorous research designs to allow for a more robust quantitative synthesis of the effect of VR exercise on the preceding outcomes to elucidate which type(s) of VR-based PA interventions are most effective in promoting improved health outcomes among older adults. Findings from this study will better inform the development of technology-savvy PA programs for wellness promotion in older adults who practice social distancing and exercise from home under the unprecedented global health crisis.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 287-288
Author(s):  
Jeffrey Hausdorff ◽  
Nofar Schneider ◽  
Marina Brozgol ◽  
Pablo Cornejo Thumm ◽  
Nir Giladi ◽  
...  

Abstract The simultaneous performance of a secondary task while walking (i.e., dual tasking) increases motor-cognitive interference and fall risk in older adults. Combining transcranial direct current stimulation (tDCS) with the concurrent performance of a task that putatively involves the same brain networks targeted by the tDCS may reduce the negative impact of dual-tasking on walking. We examined whether tDCS applied while walking reduces the dual-task costs to gait and whether this combination is better than tDCS alone or walking alone (with sham stimulation). In 25 healthy older adults (aged 75.7±10.5yrs), a double-blind, within-subject, cross-over pilot study evaluated the acute after-effects of 20 minutes of tDCS targeting the primary motor cortex and the dorsal lateral pre frontal cortex during three separate sessions:1) tDCS while walking on a treadmill in a virtual-reality environment (tDCS+walking), 2) tDCS while seated (tDCS+seated), and 3) walking in the virtual-reality environment with sham tDCS (sham+walking). The complex walking condition taxed motor and cognitive abilities. During each session, single- and dual-task walking and cognitive function were assessed before and immediately after stimulation. Compared to pre-tDCS performance, tDCS+walking reduced the dual-task cost to gait speed (p=0.004) and other gait features (e.g., variability p=0.02), and improved (p&lt;0.001) executive function (Stroop interference score). tDCS+seated and sham+walking did not affect the dual-task cost to gait speed (p&gt;0.17). These initial findings demonstrate that tDCS delivered during challenging walking ameliorates dual-task gait and executive function in older adults, suggesting that the concurrent performance of related tasks enhances the efficacy of the neural stimulation and mobility.


2019 ◽  
Vol 3 (CSCW) ◽  
pp. 1-24 ◽  
Author(s):  
Steven Baker ◽  
Ryan M. Kelly ◽  
Jenny Waycott ◽  
Romina Carrasco ◽  
Thuong Hoang ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Peter E. Wais ◽  
Melissa Arioli ◽  
Roger Anguera-Singla ◽  
Adam Gazzaley

AbstractTherapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as a cognitive intervention with the hypothesis that it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks have been used as a means to achieve environmental enrichment via exposure to and learning about novel and complex information. Engagement has been shown to enhance learning and has been linked to the vitality of the LTM system in the brain. In the current study, 48 older adults (mean age 68.7 ± 6.4 years) with average cognitive abilities for their age were randomly assigned to 12 h of computer game play over four weeks in either the Labyrinth-VR or placebo control game arms. Promptly before and after each participant’s treatment regimen, high-fidelity LTM outcome measures were tested to assess mnemonic discrimination and other memory measures. The results showed a post-treatment gain in high-fidelity LTM capability for the Labyrinth-VR arm, relative to placebo, which reached the levels attained by younger adults in another experiment. This novel finding demonstrates generalization of benefits from the VR wayfinding game to important, and untrained, LTM capabilities. These cognitive results are discussed in the light of relevant research for hippocampal-dependent memory functions.


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