Effects of Auditory–Tactile Rhythmic Cueing on Gait Parameters in Older Adults
Abstract
Five adults aged ≥65 years completed four within-subject conditions in random order: no cue, audio-only, tactile-only, and synchronized audio–tactile cueing. In all cue conditions, the cue tempo was individualized to 10% above each participant’s natural walking cadence. Participants walked along a flat 20 m indoor straight walkway; gait was analyzed over the central 10 m steady-state segment recorded on video. To simulate public-transit ambient noise, a looped recording of real-world transit sound was played in the measurement area at 70 dBA, and illumination was maintained above 200 lux to minimize lighting-related confounds. Walking speed, cadence, and mean step length were derived from traversal time and step events extracted from video. For each participant, walking-speed change under each cue condition was computed relative to the no-cue baseline, and medians and ranges were reported to summarize overall trends and individual differences. Participants’ perceptions were assessed using a five-point Likert scale and a brief interview.This study examines, under realistic noise constraints, how auditory, tactile, and temporally synchronized audio–tactile rhythmic cueing differentially affect walking performance in older adults.
Keywords: Rhythmic Cueing, rhythmic Auditory Stimulation, RAS, Rhythmic Tactile Pulses, audio–tactile Temporal Synchrony
DOI: 10.54941/ahfe1007302
Cite this paper
More from this volume
- Foldness: A Measurement Index for Building Facade Richness in Old Residential Areas and Evaluation of Urban Spatial Vitality
- Echo: A Human–Computer Collaborative Design of an Intelligent Object-Finding System for the Visually Impaired
- SeeBeyond: An AI-Powered Mobile AR System for Context-Aware Color Assistance
- Voluntary Product Accessibility Templates: Who Watches the Watchmen?
- Blind and Low Vision Users’ Experience with AI-Infused Banking Chatbots: AI-Specific Experience Dimensions and System Usability
- Evaluating the Acceptance of Computer-Assisted Interpreting Tools Using the Technology Acceptance Model
- Both insufficient adjustment and selective accessibility exist in the anchoring effect: evidence from eye dynamics in estimation tasks
- When Is Congruence Optimal? Impression-Dependent Effects of Product-Avatar Matching in VR Commerce
- Exploring the User Experience of Virtual Reality in Displaying and Learning High-Risk Home Appliances
- "Simply": AI-Powered Browser Extension to Support People with Learning Disabilities
- Beyond Assistive and Educational Technologies: The Emergence of Educational Assistive Technology
- Where Spatial Immersion Meets Diverse Experiences: Exploring Virtual Scenes through Gaussian Splatting and Parametric Iteration


AHFE Open Access