Related Experiment Video
Updated: Jun 6, 2026

06:38
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.
Journal of Applied Biomechanics
|June 4, 2026
Summary
Virtual reality walking alters gait, reducing lower limb muscle activity and changing spatiotemporal parameters compared to real environments. These findings impact virtual reality locomotion design and user experience.
Area of Science:
- Biomechanics
- Virtual Reality
- Human Locomotion
Background:
- Immersive virtual reality (VR) experiences rely on realistic simulations of natural behaviors like walking.
- Discrepancies between virtual reality environments (VRE) and real environments (RE) can lead to altered gait characteristics.
Purpose of the Study:
- To investigate differences in lower limb spatiotemporal parameters, joint kinematics, and muscle activity during overground walking in VRE versus RE.
- To understand the biomechanical basis of cautious gait observed in VRE.
Main Methods:
- 13 participants walked at three cadences (60, 80, 100 steps per minute) in both VRE and RE.
- Motion capture and electromyography (EMG) were used to record spatiotemporal gait parameters, lower limb joint angles, and muscle activity (tibialis anterior, medial gastrocnemius).
Main Results:
- Overground walking in VRE significantly altered several spatiotemporal gait parameters compared to RE.
- Mean EMG activity of the tibialis anterior and medial gastrocnemius was reduced in VRE during double- and single-support phases.
- No significant interaction was found between walking cadence and environment for most biomechanical parameters.
Conclusions:
- Virtual reality environments induce biomechanical changes in gait, characterized by altered spatiotemporal parameters and reduced muscle activation.
- Findings provide insights into cautious gait in VRE and inform strategies for optimizing VR locomotion and usability.

