Kazuyuki Sato
Biographic Data
| ID | 3746996 |
|---|---|
| NAME | Kazuyuki Sato |
| GIVEN NAMES | Kazuyuki |
| FAMILY NAME | Sato |
| SIGNATURE | SATO K |
| AFFILIATIONS | Friedrich Schiller University Jena |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Enhancing collision prediction in older adults via perceptual training in virtual reality emphasizing object expansion
Introduction The ability to predict collisions with moving objects declines with age, partly due to reduced sensitivity to object expansion cues. This study examined whether perceptual training specifically targeting object expansion improves collision prediction more effectively than repeated practice on an identical collision prediction task. Additionally, the study verified whether such training could be employed to improve prediction accuracy…
How far along the future path do individuals recognize the path for stepping on multiple footfall targets? A new evaluation method under virtual reality
Introduction The ability to visually recognize the path ahead during walking is essential for adjusting gait patterns in an anticipatory manner to mitigate perturbations induced by tripping. In this study, we aimed to develop a walking task within a virtual reality (VR) environment, termed the VR multi-target stepping (VR-MTS) task, as a method to evaluate the extent to which individuals can recognize the path ahead while continuously stepping on…
Improved Walking Through an Aperture in a Virtual Environment Transfers to a Real Environment
Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e., no collision) and efficient (i.e., no exaggerated behavior to ensure collision avoidance). In the present study, we made several modifications to the VR system in terms of enriched feedback (vib…
Improved Walking Through an Aperture in a Virtual Environment Transfers to a Real Environment
Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e., no collision) and efficient (i.e., no exaggerated behavior to ensure collision avoidance). In the present study, we made several modifications to the VR system in terms of enriched feedback (vib…
Improved Walking Through an Aperture in a Virtual Environment Transfers to a Real Environment
Virtual reality (VR) could be used to set up a training protocol to improve one's collision-avoidance behavior. In our previous study, we developed a VR system for training older individuals to walk through an aperture in a manner that is both safe (i.e., no collision) and efficient (i.e., no exaggerated behavior to ensure collision avoidance). In the present study, we made several modifications to the VR system in terms of enriched feedback (vib…
Enhancing collision prediction in older adults via perceptual training in virtual reality emphasizing object expansion
Introduction The ability to predict collisions with moving objects declines with age, partly due to reduced sensitivity to object expansion cues. This study examined whether perceptual training specifically targeting object expansion improves collision prediction more effectively than repeated practice on an identical collision prediction task. Additionally, the study verified whether such training could be employed to improve prediction accuracy…
How far along the future path do individuals recognize the path for stepping on multiple footfall targets? A new evaluation method under virtual reality
Introduction The ability to visually recognize the path ahead during walking is essential for adjusting gait patterns in an anticipatory manner to mitigate perturbations induced by tripping. In this study, we aimed to develop a walking task within a virtual reality (VR) environment, termed the VR multi-target stepping (VR-MTS) task, as a method to evaluate the extent to which individuals can recognize the path ahead while continuously stepping on…
Balance, Gait, and Falls Prevention (2 works) · Computer Science (2 works) · Engineering (2 works) · Medicine (2 works) · Motor Control and Adaptation (2 works) · Physical medicine and rehabilitation (2 works) · Psychology (2 works) · Simulation (2 works) · Task (project management (2 works) · Virtual reality (2 works)