Ryan G. King, Guy Wallis
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.