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Haptic Gait Retraining: Evaluating Learning Environments for Haptic Motion Training Kristen L. Lurie Department of Electrical Engineering Stanford University, Stanford, CA Juan Manuel Tamayo Department of Computer Science Stanford University, Stanford, CA Pete B. Shull Department of Mechanical Engineering Stanford University, Stanford, CA Abstract—We explore the potential for a portable gait retrain- ing system, which provides real-time haptic feedback to a user who may not devote full attention to training. We present a study that compares the effects of attention and haptic feedback on learning a new gait to understand whether users can improve performance when distracted and if real-time haptic feedback can enhance the process. We find that subjects are able to learn the new gait under all conditions, which requires modification to two independent motions simultaneously. Subjects had better accuracy, in general, when completely focused on training and with haptic feedback on every step. Our results support the idea that a portable real-time haptic feedback system has promise for facilitating motion training. I. I NTRODUCTION With advances in motion tracking systems and computing, the development of a portable motion training system is increasingly viable. Such a device could support applications in sports, physical therapy, and musculoskeletal disease treat- ment. A portable motion training system would allow users to train in real-world environments with less dependency on a human trainer or therapist, but the system also has limitations. In a real-world situation, a user may not be completely focused on training; for example, he may be having a conversation or walking his dog. Since these other tasks may require the use of auditory and visual channels, the feedback would ideally use an alternate modality. Further, a user may have limited access to feedback from a human expert. Automated feedback, then, needs to provide sufficient and understandable information to the user so that he can correct his movements. We propose a real-time haptic feedback system supple- mented with a handheld graphical display that a user can consult periodically. We chose to focus the motion training on gait modification, which has shown promise for medical applications such as treatment for knee osteoarthritis [1]. In this paper, we investigate the effects of attention and haptic feedback on learning new gaits to understand the merits of the system in real world environments. In the following sections, we discuss the application of gait retraining and the appeal of haptic feedback, describe the system implementation, and present a user study exploring the effects of attention and haptic feedback on learning. II. BACKGROUND AND RELATED WORK A. Gait Retraining and Motor Learning Gait is a complex, fast, and repetitive task. To walk, people develop a motor program that organizes the actions for the motion [2]. Thus, to modify gait, it is necessary to transform a person’s internal model through external feedback. The design space for feedback is large, though content, precision, timing and frequency are amongst the most important factors to address. In our haptic gait retraining system, real-time haptic feedback provides frequent knowledge of performance (i.e. precise kinematic information required to achieve the desired motion) [2]. The supplementary visual display provides knowledge of performance that summarizes progress over a longer duration. Both types of feedback have proved useful for learning [2]. B. Haptic Feedback for Motion Training Haptics is a promising modality for providing kinematic feedback. Because haptic devices can be placed at specific physiological locations, there are minimal spatial and senso- rimotor transformations that must occur to translate the given proprioceptive feedback to a motor response [3]. Haptics also shows promise when used in limited attention situations. Huang et al. demonstrated that users are able to learn simple piano passages using a haptic glove indicating finger patterns while answering SAT questions [4]. Addition- ally, Gray et al. demonstrated that haptic cues can redirect attention while users are engaged in a visual task [5]. Haptic feedback has been used to enhance motor per- formance in many tasks. In particular, studies have shown spatially-distributed tactile interfaces improve motor learn- ing. Lieberman and Breazeal [6] and Bloomfield and Badler [7] demonstrate haptic feedback in conjunction with visual feedback increases learning in comparison with only visual. Spelmezan et al. show that common snowboard motions can be communicated accurately through only though haptic feedback in real-world environments [8]. The application of a spatially-distributed tactile interface for a gait retraining system is unique. Haptic feedback is often used to supplement visual feedback in other systems; in our system, haptic feedback is the primarily modality. Addition- ally, previous studies focus on feedback for relatively slow- moving, non-repetitive tasks with feedback given about one 978-1-4244-6509-5/10/$26.00 ©2010 IEEE

[IEEE 2010 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2010) - Phoenix, AZ, USA (2010.10.16-2010.10.17)] 2010 IEEE International Symposium on Haptic

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Haptic Gait Retraining: Evaluating LearningEnvironments for Haptic Motion TrainingKristen L. Lurie

Department of Electrical EngineeringStanford University, Stanford, CA

Juan Manuel TamayoDepartment of Computer ScienceStanford University, Stanford, CA

Pete B. ShullDepartment of Mechanical Engineering

Stanford University, Stanford, CA

Abstract—We explore the potential for a portable gait retrain-ing system, which provides real-time haptic feedback to a userwho may not devote full attention to training. We present astudy that compares the effects of attention and haptic feedbackon learning a new gait to understand whether users can improveperformance when distracted and if real-time haptic feedbackcan enhance the process. We find that subjects are able to learnthe new gait under all conditions, which requires modificationto two independent motions simultaneously. Subjects had betteraccuracy, in general, when completely focused on training andwith haptic feedback on every step. Our results support the ideathat a portable real-time haptic feedback system has promise forfacilitating motion training.

I. INTRODUCTION

With advances in motion tracking systems and computing,the development of a portable motion training system isincreasingly viable. Such a device could support applicationsin sports, physical therapy, and musculoskeletal disease treat-ment. A portable motion training system would allow usersto train in real-world environments with less dependency on ahuman trainer or therapist, but the system also has limitations.In a real-world situation, a user may not be completely focusedon training; for example, he may be having a conversation orwalking his dog. Since these other tasks may require the use ofauditory and visual channels, the feedback would ideally usean alternate modality. Further, a user may have limited accessto feedback from a human expert. Automated feedback, then,needs to provide sufficient and understandable information tothe user so that he can correct his movements.

We propose a real-time haptic feedback system supple-mented with a handheld graphical display that a user canconsult periodically. We chose to focus the motion trainingon gait modification, which has shown promise for medicalapplications such as treatment for knee osteoarthritis [1]. Inthis paper, we investigate the effects of attention and hapticfeedback on learning new gaits to understand the merits of thesystem in real world environments. In the following sections,we discuss the application of gait retraining and the appealof haptic feedback, describe the system implementation, andpresent a user study exploring the effects of attention andhaptic feedback on learning.

II. BACKGROUND AND RELATED WORK

A. Gait Retraining and Motor Learning

Gait is a complex, fast, and repetitive task. To walk, peopledevelop a motor program that organizes the actions for themotion [2]. Thus, to modify gait, it is necessary to transform aperson’s internal model through external feedback. The designspace for feedback is large, though content, precision, timingand frequency are amongst the most important factors toaddress. In our haptic gait retraining system, real-time hapticfeedback provides frequent knowledge of performance (i.e.precise kinematic information required to achieve the desiredmotion) [2]. The supplementary visual display providesknowledge of performance that summarizes progress over alonger duration. Both types of feedback have proved usefulfor learning [2].

B. Haptic Feedback for Motion Training

Haptics is a promising modality for providing kinematicfeedback. Because haptic devices can be placed at specificphysiological locations, there are minimal spatial and senso-rimotor transformations that must occur to translate the givenproprioceptive feedback to a motor response [3].

Haptics also shows promise when used in limited attentionsituations. Huang et al. demonstrated that users are able tolearn simple piano passages using a haptic glove indicatingfinger patterns while answering SAT questions [4]. Addition-ally, Gray et al. demonstrated that haptic cues can redirectattention while users are engaged in a visual task [5].

Haptic feedback has been used to enhance motor per-formance in many tasks. In particular, studies have shownspatially-distributed tactile interfaces improve motor learn-ing. Lieberman and Breazeal [6] and Bloomfield and Badler[7] demonstrate haptic feedback in conjunction with visualfeedback increases learning in comparison with only visual.Spelmezan et al. show that common snowboard motions can becommunicated accurately through only though haptic feedbackin real-world environments [8].

The application of a spatially-distributed tactile interface fora gait retraining system is unique. Haptic feedback is oftenused to supplement visual feedback in other systems; in oursystem, haptic feedback is the primarily modality. Addition-ally, previous studies focus on feedback for relatively slow-moving, non-repetitive tasks with feedback given about one

978-1-4244-6509-5/10/$26.00 ©2010 IEEE

Correct Too Much Too Little Toe In Correct Too Much Too Little Trunk Sway

Fig. 1. Gait modifications and feedback schemes for foot (left) and trunk (right). Vibration motors in red vibrate when motion is not correct providingsubject with vibration urging them to move in the correct direction.

degree of freedom at a time; gait, in contrast, is a relatively fastrepetitive motion, and gait retraining requires the subject tosimultaneously modify multiple independent parameters suchas trunk and foot motions. We have previously demonstratedthat subjects can modify their gaits using only haptic feedbackwithin an hour-long training session [1], and in this paperwe wish to better understand the efficacy of a portable gaitretraining system for use in real-world environments.

III. RESEARCH QUESTIONS

Motor learning is an important metric for evaluating a gaitretraining protocol. To assess a system in which a subject re-ceives real-time haptic feedback in partial attention situations,we asked the question: Does a gait retraining system provide(1) comparable learning between full attention and partialattention environments and (2) improved learning with real-time haptic feedback over a system with no haptic feedback?

We hypothesized that:H1. Subjects will improve learning when trained with full

attention in comparison with partial attention on the task. Dueto the limited attentional capabilities of humans, we anticipatedthat learning would be diminished when subjects were requiredto multitask between a distraction and gait retraining.

H2. Subjects will demonstrate improved learning whenhaptic feedback is present versus when it’s absent. Real-timehaptic feedback could allow subjects to quickly compare thefeedback with their motions. This dynamic interplay betweenfeedback and motion is absent without haptic feedback. Thus,we believe its presence will significantly increase learning.

IV. EXPERIMENT

A. System Implementation

Experiments were conducted in Stanford’s Human Perfor-mance Laboratory utilizing the system described in [1].Motion tracking was accomplished with an optical motioncapture system. Subjects wore 13 reflective markers to definefoot, shank, thigh, pelvis, and trunk segments. Marker data wasread in real-time at 60 Hz using a Vicon 3D motion trackingsystem. Ground reaction forces were measured through aBertec treadmill at 1200 Hz. From these measured values,joint angles and gait phasing were calculated by querying

marker data and forces from the Vicon software in real-time.These values were then used to calculated the desired vibrationfeedback. Vibration motors (C2 tactors from EAI Inc.) werecontrolled using a MATLAB xPC target.

B. Gait Parameters and Feedback Schemes

Gait modifications consisted of changing two gait parame-ters: toe-in and trunk sway. Toe-in is defined as the averageangle between the markers on the second metatarsal (toe) andthe heel in the laboratory coordinate frame during the first40% of the stance phase of gait (while foot is on ground).This motion requires the subject to walk with her toes pointedinward. (Figure 1). Trunk sway is measured as the anglebetween the 7th cervical vertebrae (upper spine) and leftposterior superior iliac spine (near the lower spine) in thelaboratory coordinate system. The trunk sway angle on agiven stride is calculated as the amplitude of angles over theentire stride. This motion requires the subject to rotate hertrunk to either side from its base as she walks (Figure 1).Each of these gait parameters has shown promise for treatingmusculoskeletal disease [9], [10], [11], [12].

Subjects were required to increase their toe-in and trunksway angles by 5-10◦ and 3-7◦, respectively, from theirbaseline values. These bandwidths remained constant acrossall subjects and trials. The specific modifications represent asmall, but significant change as the magnitude of these changesare between 2-3 standard deviations from a person’s normalgait.

C. Pilot Study

To optimize haptic feedback design, we conducted a pilotstudy with 6 subjects. Subjects were presented with severalfeedback schemes for modifying trunk sway and toe-in angles.These schemes varied in the number, location and signal of thevibration motors. In all schemes, vibration motors vibrated at250 Hz for a maximum duration of 0.5 s. Subjects preferredschemes that used two vibration motors for each parameterwith placement close to the maximum moment arm for motion.Most subjects favored a push feedback over a pull scheme.For example, if the subject was toeing-in too much the motoron the inside of his foot would vibrate, pushing him tomove his toe outwards. More importantly, subjects always

preferred feedback schemes that were consistent for all gaitmodifications when feedback was presented simultaneously. Ina few cases, subjects preferred a push scheme for toe-in and apull scheme for trunk sway when feedback was presented in-dependently; however, when feedback was presented together,these subjects preferred a push scheme for both modifications.

Figure 1 shows the locations of the vibration motors and thepush feedback scheme that were selected as a result of this pi-lot study. Although this study insured that this feedback designwas sufficiently understandable, additional experimentation isnecessary to optimize the haptic feedback implementation fortraining multiple gait parameters simultaneously.

D. Gait Retraining Experiment

We conducted a study with 19 subjects (9 females) aged19-35 in accordance with Stanford University’s InstitutionalReview Board. Subjects were Stanford students or faculty withvarying degrees of athletic training.

Subjects first walked normally on the treadmill for 20 stepsto capture their regular gait parameters. These pre-trial toe andtrunk sway angles were used determine the subject’s absolutegait parameter values. This step ensured that all subjects hadto modify their gait by the same amount in subsequent trials.

Subjects were then taught the two gait parameter modifi-cations individually. They were provided verbal and pictorialdescriptions of the motions, and then walked for 50 steps withhaptic feedback and brief verbal coaching, if necessary. Thissession was meant to ensure that the subjects understood thefeedback and the motions. From our pilot studies we learnedthat if subjects did not understand the desired motions beforethe main trials began they had little chance of discoveringthem, and would simply ignore the feedback.

After the initial training, subjects were directed to combineboth gait parameter changes, and they practiced the desiredgait for 10 trials of 50 steps each. Between trials, they receiveda summary graph, similar to the one presented in Figure 2,which showed their performance during the previous trial.Following the final trial, subjects filled out a questionnaireand engaged in a brief discussion describing experience withthe feedback and gait modifications.

Subjects were randomly assigned to one of 6 groups rep-resenting attention and feedback conditions for learning the

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Fig. 2. Example summary graph for trunk sway presented after each trial.Steps inside the green box are considered correct.

gait in the 10 main trials (Table I). Subjects were assignedto a partial or full attention condition. These two conditionsallowed us to address the role of attention in learning anew gait. Subjects in the partial attention condition playedFreeRice [14], a multiple-choice vocabulary game. Subjectsviewed questions on a computer screen in front of the treadmilland answered the questions with a wireless remote control.The game was selected to approximately mimic the attentionaldemands of having a conversation. Subjects in the full attentioncondition could devote all of their attention to the motiontraining. Subjects were also assigned to one of three feedbackgroups (0%, 33%, 100%), which represented the percentageof steps that haptic feedback would be provided. Subjects inthe 33% and 100% conditions received haptic feedback onevery third step and every step, respectively. Those subjectsin the 0% condition received no haptic feedback. We includedthe 33% condition because subjects in the pilot studies feltoverwhelmed when they received feedback on every step,especially while playing FreeRice. Further, it may be ad-vantageous to lower the frequency of knowledge of resultsas decreasing frequency has shown to increase long-termretention [13].

TABLE INUMBER OF SUBJECTS IN EACH EXPERIMENTAL CONDITION

Percent of Steps with Haptic Feedback0% 33% 100%

Partial Attention 3 3 3Full Attention 4 3 3

V. RESULTS

A. Overall Learning

We evaluated whether subjects were adequately able tolearn the desired gait. Student’s t-tests comparing the subject’sbaseline toe-in and trunk sway angles to the values in the finaltrial showed that all subjects significantly (p < 0.001) changedboth gait parameters from baseline towards the desired target.Table II shows that the majority of subjects achieved anaverage trunk sway and toe-in angle within the desired rangein the last trial, and the overall maximum deviation from thedesired range never exceeded a few degrees.

TABLE IILEARNING WITH RESPECT TO DESIRED GAIT PARAMETER RANGES

% Subjects in Desired Range Maximum DeviationTrunk Sway Learning 74% 1.1◦

Toe-In Learning 89% 2.5◦

B. Short Term Response

We define short term response as the change between eachstep in gait parameters towards or away from the target. Weexamined distributions of short term responses based upon thecorrectness of the gait parameter in the previous step. Forexample, when both trunk sway and toe-in are incorrect, whatpercentage of the time will a subject move both parametersin the correct direction? We evaluated short term response in

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Fig. 3. Distribution of responses on the next step given the number of correct parameters on the previous step. A: Comparison distributions between full andpartial attention conditions. B: Comparison of distributions between 0% and 100% haptic feedback conditions. Bars with a dot denote a statistically significant(p < 0.01) difference between the two conditions.

the various feedback and attention conditions to understandthe differences based on these factors. Figure 3 representsa comparison between full and partial attention and 0% and100% haptic feedback conditions. Using data from over 10,000steps, Monte-Carlo permutation tests [15] were performed toevaluate whether differences in the distributions of short termresponse varied significantly between haptic and attentionalconditions. Statistically significant differences (p < 0.01) areindicated with a dot in Figure 3, though this analysis makesthe assumption that every pair of steps are independent.

C. Comparative Learning

We evaluated learning as accuracy: the percentage of stepsin which a gait parameter falls within the desired range for agiven trial and subject. A comparison between the averageaccuracy over the trials between partial and full attentionconditions is shown in Figure 4A-B and between the hapticfeedback conditions in Figure 4C-D. There are some visibletrends in this figure, but none are statistically significant dueto large subject-to-subject variability. Other metrics to mea-sure learning (e.g. average error from desired region, percentimprovement from first trial) were evaluated, but none yieldedany statistically significant differences when comparing thedifferent experimental conditions.

VI. DISCUSSION

A. Role of Attention on Learning

Subjects, on average, improved their performance over thecourse of training in both attentional conditions, but subjectsin the full attention condition did not significantly outperformsubjects in the partial attention condition. Figure 3 showsthat the short term response between full and partial attentionconditions are nearly identical in most cases. However, Figure4A-B reveals some notable trends between full and partialattention. Toe-in accuracy was roughly similar between the

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partial and full attention conditions, whereas trunk swayaccuracy was higher for full attention.

The difference between these two parameters may be due tothe differences in the motions themselves or the correspondingfeedback. Trunk sway has more of an attentional demand asit requires subjects to constantly monitor their trunk anglethroughout a step; toe-in only requires the subject to set a footangle right before her foot hits the ground. Further, subjectsfound the toe-in feedback more intuitive than the trunk swayfeedback (4.3/5 v. 3.2/5 on a Likert scale with p < 0.001),which suggests that subjects needed less attention to transformfeedback to desired motion for toe-in. This result motivates theneed for additional work optimizing how haptic feedback is

presented.

B. Role of Haptics on Learning

There was no statistically significant difference in accuracybetween the three haptic feedback conditions (0%, 33%, and100%) for each of the gait parameters. Again, there are somenotable trends between the three conditions as evidenced byFigure 4C-D. Subjects in each of the three haptic feedbackconditions (0%, 33%, and 100%) improved their performance,on average, over time. This is likely due to the summaryfeedback graph presented between each trial, which allowssubjects (especially those who did not receive any hapticfeedback) to evaluate and modify their gait. Comparatively, theaccuracy between the 0% and 33% haptic feedback conditionsare similar for both gait parameters. Accuracy in the 100%condition is greatest in general for both gait parameters, mostnotably for trunk sway.

A comparison between the short term responses of subjectswith and without haptic feedback indicates why this mightbe so (Figure 3). Subjects with haptic feedback move inthe correct direction more often than subjects without hapticfeedback. One exception is when subjects do not receive anyfeedback (both parameters are correct); here, subjects with andwithout haptic feedback roughly have the same response. Thisresult suggests that the presence of haptic feedback may drawa subject’s attention to the inaccurate gait parameter allowinghim to compensate for the error. Additionally, when subjectsreceived feedback for both parameters, nearly 70% of the timesubjects move each parameter in the correct direction on thenext step. This indicates that subjects are able to attend tomultiple parameters on each step.

One caveat is that providing feedback on every step maymake subjects dependent on it, and thus unable to reproducethe motion when feedback is absent [13]. However, decreasingfrequency of knowledge to 33% diminished performance to alevel comparable with giving no real-time haptic feedback.One potential explanation is that the feedback in the 33%condition is misleading: the subject receives no haptic feed-back when she completes a step correctly or the step is notone of the 33% of steps she is receiving feedback on. Thesubject may interpret incorrect steps as correct leading tolearning the gait incorrectly. Improvements to how feedbackis presented may include an indicator informing users whena parameter is correct (instead of providing no feedback),alternating between long blocks of 0% and 100% feedback,or varying the bandwidth knowledge of results.

C. Limitations and Future Work

Subjects were able to learn the gait modifications relativelyaccurately in all conditions (Table II), but there were nostatistically significant differences in accuracy between theexperimental conditions. As high variability between subjectsdominated the variation between the conditions, a within-subject experiment may provide improved insights about theinfluence of haptic feedback and attention on motor learning.Further, subjects trained briefly on each gait parameter prior

to the experimental trials using haptic feedback. As subjectshad a vague idea of the gait before the first trial began,more apparent differences in learning between feedback andattentional conditions may have been obscured by this pre-training.

Ultimately, differences between initial learning are not asimportant as long-term learning and retention. Our hypotheseswas evaluated at the beginning of gait retraining, but similargait retraining protocols require training for a few hours spreadover eight sessions [16]. To better reflect the application - totrain a subject to modify his normal gait in the long-term, itis necessary to evaluate our hypotheses over multiple train-ing sessions, and measure the degree of retention followingtraining and several weeks post-training.

The purpose of this paper was to validate the idea ofportable gait retraining in real-world environments by mim-icking the functionality of such a system in the laboratory.However, an important next step is to develop a portable sys-tem with comparable motion sensing and feedback capabilitiesas the laboratory system, and then use it evaluate learningand retention using haptic feedback for subjects outside of thelaboratory.

VII. CONCLUSION

This work demonstrates that haptic feedback has a positiveinfluence on learning multiple independent motions simulta-neously, and that new gaits can be learned when a personcan only devote partial attention to the training task. Theseresults suggest that a portable haptic gait retraining systemused with partial attention has potential to improve learningof new motions.

ACKNOWLEDGMENT

This work was supported in part by a grant from TEKES,the Finnish ministry for research and a Stanford GraduateFellowship (KLL). The authors would also like to thank ScottKlemmer for his feedback throughout this study.

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