Table 2 Median angular velocity values from the Virtual Reality headset measured during stance on a stable surface and foam. All values are the average of at least two successful attempts at the trial.

From: The effect of Immersive Virtual Reality on balance: an exploratory study on the feasibility of head-mounted displays for balance evaluation

Measurement device

Trial

No VR, eyes open

No VR, eyes closed

VR, stable environment (median angular velocity rad/s, IQR)

VR, mild waves at sea (median angular velocity rad/s, IQR)

VR, storm at sea (median angular velocity rad/s, IQR)

VR headset (location—head)

Quiet stance

NA

NA

0.212 (0.072)

0.899 (0.138)

1.850 (0.312)

Standing on foam

NA

NA

0.294 (0.108)

1.099 (0.355)

1.967 (0.578)

Smartphone (location—lumbar area)

Quiet stance

0.533 (0.333)

0.565 (0.174)

0.533 (0.167)

0.549 (0.268)

0.583 (0.308)

Standing on foam

0.846 (0.338)

1.074 (0.462)

0.846 (0.298)

0.845 (0.331)

0.901 (0.451)

  1. IQR inter quartile range, NA not applicable (VR headset could not be used), VR virtual reality.