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Virtual Reality illusions systematically perturb balance in young and older adults
Achintha M Abayasiri1, Antonio Padilha Lanari Bo2, Nilufar Baghaei1
1School of Electrical Engineering and Computer Science, The University of Queensland, Brisbane 4072, Australia.
Gait & Posture
|April 8, 2026
Summary
Virtual reality (VR) illusions reliably alter balance in both young and older adults. These findings support VR exer-games for personalized balance rehabilitation, adapting to age-related differences.
Area of Science:
- Gerontology
- Rehabilitation Medicine
- Virtual Reality Technology
Background:
- Virtual reality (VR) illusions can alter perceived motion and affect balance control.
- While younger adults' responses are known, older adults' reactions to VR-induced balance perturbations during dynamic tasks require further investigation.
- Understanding age-related differences is key for inclusive VR-based balance rehabilitation.
Purpose of the Study:
- To compare older and younger adults' responses to VR illusions.
- To assess how illusion magnitude and direction impact balance performance across age groups.
- To explore the link between postural responses, functional performance, and VR exergames in different age groups.
Main Methods:
- Participants experienced VR illusions with varying magnitudes and directions.
- Centre of Pressure (CoP) displacement was measured to quantify balance responses.
- Performance in a VR exergame was recorded, correlating with balance metrics.
Main Results:
- Both age groups responded to VR illusions, showing increased CoP displacement.
- Older adults had higher overall CoP displacement but smaller relative increases compared to younger adults.
- CoP displacement direction correlated with illusion direction; game performance decreased with higher illusion magnitudes and anterior illusions.
Conclusions:
- VR illusions effectively perturb balance in both young and older adults.
- Consistent responses across age groups validate VR interventions for balance assessment and training.
- Scalable, game-based VR offers potential for personalized rehabilitation targeting age-related balance deficits.

