In 2008, the National Academy of Engineering identified 14 Grand Challenges for Engineering in the 21st Century1. One of those was the integration of virtual reality (VR) into medicine. Progress has been made in the use of VR for training for medical students2,3, surgical planning3, reducing anxiety associated with medical interactions4, assisting in the management of acute5 and cancer-related pain6, and augmenting motor recovery following stroke7. Despite these promising applications, the utility of VR in medicine has not been fully realized, particularly in the realm of evaluating and treating neurological disease. While advances in VR technology have minimized barriers such as cost, headset comfort, and intuitive usability features, VR sickness continues to impede the integration of VR into medicine8.
Virtual reality sickness refers to feelings akin to motion sickness (e.g., nausea, vomiting, vertigo)9,10,11 that arise during VR experiences. Although no single theory is agreed upon in explaining VR sickness, the Sensory Conflict Theory is a leading explanation12. Briefly, the Sensory Conflict Theory suggests that VR sickness arises from sensory disparities; visual flow information indicates the body's forward movement through space while the vestibular system indicates the body is stationary13. This discrepancy in sensory information results in poor balance, spatial disorientation, and uncontrollable postural movements that are precursors to VR sickness. While the precise mechanism underlying VR sickness is debated, reducing the mismatch between sources of sensory information is likely to reduce VR sickness14 and facilitate VR adoption in a medical setting.
Locomotion coupled with VR has long been proposed as an approach to reducing sensory mismatch by both physically and visually immersing the user in the virtual environment15,16. Several studies in older adults with and without neurological disease have successfully paired immersive and non-immersive VR systems with traditional unidirectional treadmills17,18,19. These studies demonstrate that a VR and unidirectional treadmill intervention is typically well-tolerated18 and the intervention may reduce fall frequency17,19. These results provide a promising foundation for the successful integration of locomotion and VR. However, the external motor pacing of a unidirectional treadmill does not allow the user to change speeds or execute turns to interact with more complex realistic virtual environments.
Over the past two decades, advances in movement-tracking hardware and software have facilitated the development of more immersive and interactive virtual environments. A major advancement has been the development of the omnidirectional treadmill20. Briefly, an omnidirectional treadmill simultaneously utilizes linear and rotational movements to enable the user to ambulate in any direction at a self-selected pace. Generally utilized in the gaming industry, omnidirectional treadmills broaden opportunities to leverage VR environments in the clinical setting by both addressing the VR sickness problem and facilitating the creation of realistic environments that better challenge the physical capabilities of the user, such as turning or changing directions. In particular, virtual replications of full-scale, everyday environments can facilitate the evaluation of cognitive and motor functioning during the performance of instrumental activities of daily living (IADLs).
Instrumental activities of daily living (IADLs) are functional tasks (e.g., shopping, taking medication, food preparation) that are critical for maintaining independent living21. The ability to accomplish common IADLs has been proposed as a prodromal marker for neurological disease. Recent data from long-term, prospective studies indicate declines in IADLs likely precede a diagnosis of Parkinson's disease (PD) by 5-7 years22,23 and a diagnosis of Alzheimer's disease24,25. In contrast to basic activities of daily living (BADLs)26, IADLs typically require the simultaneous performance of two attention-demanding tasks (e.g., motor-cognitive, motor-motor, or cognitive-cognitive)27. The vast majority of daily household and community activities are performed under dual-task conditions28,29.
Although dual-task declines clearly impact IADL performance, traditional clinical motor evaluations30,31,32 and neuropsychological tests33,34 are insufficient to evaluate IADLs, as these assessments separate function into discrete components without consideration of their interdependence. Current methods of direct IADL assessment rely on bias-prone self-report questionnaires35 or lengthy and burdensome performance-based evaluations36. Neither approach provides objective, quantitative insights into an individual's level of IADL function in the community setting.
Advances in VR technology, coupled with the engineering advances underlying omnidirectional treadmills, provide an opportunity to create an interactive and immersive environment. A virtual grocery store and shopping task were created to simultaneously assess motor, cognitive, cognitive-motor, and IADL performance. The Cleveland Clinic Virtual Reality Shopping (CC-VRS) platform was collaboratively developed by a team of biomedical engineers, software developers, physical therapists, occupational therapists, and neurologists.
A grocery shopping task was selected to quantify IADL performance based on recommendations from the American Occupational Therapy Association26. The Virtual Multiple Errands Task (VMET)37, Timed Instrumental ADL Scale38, and Penn Parkinson’s Daily Activities Questionnaire-15 (PDAQ-15)39 recognize shopping as an important indicator of motor and non-motor performance associated with neurological disease. Others have used an immersive VR headset to create a grocery store environment in an attempt to estimate IADL performance37,40,41. However, they have failed to evaluate a major component of grocery shopping: locomotion. Generally, current VR grocery store paradigms require the participant to use a hand-held controller to teleport or navigate an avatar throughout the grocery store. We aimed to integrate locomotion into the virtual shopping experience of the user. The CC-VRS development process began with a formal task analysis of a typical grocery store experience. As indicated in Figure 1, nine fundamental task components reflect a blend of elements that can be characterized as motor, cognitive, or cognitive-motor activities necessary for successful performance, as is characteristic of all IADLs.

Figure 1: Grocery shopping task analysis. A task analysis was performed to identify the sequence of actions and the nature of those actions for successful grocery shopping in the real world. Nine primary sequences were identified and were used to inform the development of the Basic and Complex shopping tasks. The sequences were classified as motor (blue), cognitive (yellow), and cognitive-motor (green); details regarding corresponding outcomes are provided in Table 1. Please click here to view a larger version of this figure.
The CC-VRS platform replicates a realistic, medium-sized grocery store via an immersive VR headset. While walking on an omnidirectional treadmill, the user follows a continuous, designated route through the store, locates items on a shopping list, and places the items in a virtual shopping cart. Providing a designated route standardizes the distance walked through the virtual store, reduces the number of navigational errors, and facilitates greater precision in dissociating potential changes in IADL performance from navigational errors or suboptimal search strategies employed by the user. The 150 m route requires multiple turns, which increases motor complexity42,43 and the probability of triggering freezing of gait in neurological patient populations, as freezes are more frequently observed during turning than straight line walking44,45. Both distance of the navigational path and number of items on the shopping list can be configured by the clinician to match the abilities of the user or goals of the assessment session.
Each user completes one Basic and one Complex shopping scenario. The Basic Scenario simply requires following the route and selecting items from the shopping list. In the Complex Scenario, the user is provided a list of different grocery items while following the identical route through the store, but additional cognitive and motor demands are introduced (delayed verbal recall, price comparison, and obstacle avoidance tasks described in the protocol section below). Ambient grocery store noise throughout both the Basic and Complex Scenarios completes the immersive experience. Summary and detail data on the user's performance—including correct and incorrect items gathered, number and frequency of shopping list activations, stop duration, and gait metrics—are automatically generated and available for review by the clinician.
The goal of the CC-VRS is to objectively quantify the performance of IADLs in older adults and individuals at risk for or diagnosed with neurological disease. The CC-VRS provides an immersive and realistic experience for the user, and it yields precise, biomechanically-based outcomes of cognitive and motor function that have the potential to serve as prodromal markers of neurological disease or objective measures of disease progression. The CC-VRS is currently being used in three related projects aimed at: (1) understanding the effects of healthy aging and neurological disease on IADL performance, (2) determining the feasibility of clinical integration into primary care and a movement disorder clinic, and (3) identifying the neural signature underlying freezing of gait in advanced PD patients with deep brain stimulation (DBS) systems. Collectively, these projects will utilize the CC-VRS platform and associated outcomes to better understand how aging and neurological disease impact aspects of IADL performance. This manuscript details the development, design, and hardware and software technology of the CC-VRS and its novel outcomes that can facilitate integration into health care.