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Updated: Feb 3, 2026

Using a Virtual Reality Walking Simulator to Investigate Pedestrian Behavior
Published on: June 9, 2020
Gait adaptations during overground walking and multidirectional oscillations of the visual field in a virtual reality
Dario Martelli1, Boxi Xia1, Antonio Prado1
1Department of Mechanical Engineering, Columbia University, New York, United States.
Background:
Virtual reality (VR) has been used to study locomotor adaptability during balance-demanding tasks by exploring how humans react and adapt to the virtual environment (VE) and discordant sensorimotor stimulations. Previous research primarily focused on treadmill walking and little is known regarding the propensity for gait adaptations during overground walking and over time.
Research Question:
To what extent healthy young adults modify and adapt gait during overground walking in a VE and with continuous multidirectional perturbations of the visual field while wearing a VR headset?
Methods:
Twelve healthy young adults walked for 6 min on an instrumented walkway in four different conditions: RE, VE, and VE with antero-posterior (AP) and medio-lateral (ML) pseudo-random oscillations of the visual field. For each condition, stride length (SL), stride width (SW), stride time (ST) and their variability (SLV, SWV, and STV) were calculated using one-minute walking intervals. A 2-way repeated-measures ANOVA was performed to determine the main and interaction effects of the walking conditions and time.
Results:
Participants took shorter SL and showed higher SWV while walking in the VE. Perturbations of the visual field resulted in reduced SL, larger SW, and higher stride variability (i.e., SLV, SWV, and STV). The response was anisotropic, such that effects were more pronounced during the ML compared to AP perturbations. Over time, participants adapted to the VE and the visual perturbations by increasing SL and reducing SW, SLV, STV, and ST (only during VE and ML conditions). SWV did not adapt over time.
Significance:
The paper provided first evidence for visuomotor adaptations during unperturbed overground walking and during visual perturbations while wearing a VR headset. It represents an initial investigation that may help the development of new VR methods for early detection and remediation of gait deficits in more ecological conditions.
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