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. 2019 Aug 23;10:2040622319868379. doi: 10.1177/2040622319868379

Table 5.

Virtual reality systems and environments per group.

Group PD PS MS TBI ON NN Total
VR System (percentage within population, %)
Base 25.9 30.0 45.2 31.1 39.5 44.4 35.7
Dome 39.0 37.2 27.1 41.3 27.9 28.4 33.3
V-gait 28.7 26.6 24.0 22.3 31.4 24.5 26.9
CMILL 6.4 6.2 3.7 5.3 1.2 2.7 4.1
VR Environment (percentage within VR environment, %)
Boat 14.6 17.9 28.8 18.3 19.9 21.5 19.5
Road walk 17.1 22.0 11.5 22.6 18.2 16.1 18.4
Road obstacle 26.1 15.4 15.8 14.5 16.8 13.6 16.8
Road stand 13.0 17.3 19.7 8.7 10.8 14.1 13.8
Cradle reach 11.0 9.2 8.8 9.4 11.2 11.2 10.4
Surf 0.7 1.7 0.6 11.2 8.7 2.5 4.2
Cradle balls 3.6 3.9 2.7 2.7 3.2 5.6 3.9
Forest 3.0 4.2 1.2 2.2 3.8 4.8 3.6
Active balance 1.6 2.0 3.3 2.7 2.1 2.1 2.2
Counter balance 0.9 0.3 3.3 3.4 0.9 2.8 1.5
Cradle shape 2.1 0.7 1.8 2.2 1.4 1.1 1.4
Endless road 1.8 1.0 0.6 0.0 0.8 1.7 1.1
CMILL* 1.4 2.3 1.2 1.1 0.0 0.0 1.0
Cradle feet balls 0.3 0.8 0.0 0.0 0.5 2.2 0.8
Road avoid 0.4 0.1 0.6 0.7 1.0 0.7 0.6
Road obstacle hide 0.0 0.9 0.0 0.0 0.7 0.2 0.4
Corridor 1.6 0.3 0.0 0.2 0.0 0.0 0.3
Pert Train 0.4 0.1 0.0 0.0 0.2 0.0 0.1
Road gain 0.1 0.1 0.0 0.0 0.0 0.0 0.0

The count represents the ratio percent in which each VR system/environment was used.

*

VR environments performed in the C-Mill (Stepping-stones, Obstacles, Track, Tandem, Slalom).

MS, multiple sclerosis; NN, non-neurological conditions; ON, other neurological; PD, Parkinson’s disease; PS, poststroke; TBI, traumatic brain injury; VR, virtual reality.