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Updated: Jun 6, 2026

Using a Virtual Reality Walking Simulator to Investigate Pedestrian Behavior
Published on: June 9, 2020
Biomechanical Differences During Overground Walking in Virtual Reality: A Comparative Study With a Real Environment
Zhiyu Tao1, Teerapapa Luecha2, Ping Yeap Loh2
1Graduate School of Design, Kyushu University, Fukuoka, Japan.
None:
Realistically simulating natural walking is essential to create an immersive virtual reality experience. However, differences between the virtual reality environment (VRE) and real environment (RE) can alter gait characteristics. Therefore, this study aimed to investigate differences in lower limb spatiotemporal parameters, joint kinematics, and muscle activity between overground walking in a VRE and RE. A total of 13 participants walked at 3 cadences (60 steps per minute [SPM], 80 SPM, and 100 SPM) in the VRE and RE. Motion capture and electromyography were employed to collect the spatiotemporal gait parameters, muscle activities of the right tibialis anterior and medial gastrocnemius muscles, and right lower limb joint angles of the participants. Our results showed that overground walking in the VRE altered several spatiotemporal gait parameters. In addition, the mean electromyography activity of the tibialis anterior and medial gastrocnemius muscles was reduced in the VRE during the initial double- and single-support phases. Most measured biomechanical parameters showed no significant interaction between the walking cadence and environment. This study clarifies biomechanical differences underlying the more cautious gait observed in a VRE, offering practical implications to enhance usability and optimize virtual reality locomotion design.

