Virtual Reality Training Induces Learning and Transfer of Altered Head Movements

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Authors: Ryan G. King, Guy Wallis
Cited by: 2
References: 32

Abstract

Virtual reality (VR) is emerging as a popular tool for training, but its true efficacy remains unclear. One concern is that differences in sensory input between VR and real-world environments may impact visuomotor learning and transfer. This study focuses on the impact of VR-based training on head movements. Forty-three participants were trained on a reaching task in either a virtual or equivalent physical environment. Head yaw movements were analyzed using kinematic measures including rotation amplitude, duration, and peak acceleration. Participants in the VR-training group produced yaw rotations that were, from the outset, longer in duration and lower in peak acceleration. Their movements also gradually became measurably larger in amplitude. Crucially, VR-trained participants initially exhibited larger yaw amplitudes and rotation durations upon transferring to the real-world task. Hence, learning in VR can promote altered head-movement strategies that temporarily persist after transfer, a finding to consider when designing VR-based training protocols.

Fields of Study & Subjects

Motor Control and Adaptation Action Observation and Synchronization Transcranial Magnetic Stimulation Studies

Publication details

Journal / source
International Journal of Human-Computer Interaction
Publisher
Informa UK Limited
Pages
1–18
Publication date
6 April 2026
Language
EN