Short-term vestibulo-ocular and postural effects of virtual reality in healthy young adults

Background Virtual reality can simulate the testing of cognitive, sensory, and motor skills using simulated environments. Eye stabilization is necessary to maintain visual acuity during rapid head movements; this is achieved through mechanisms such as the vestibulo-ocular reflex. Objective This study aimed to investigate the short-term effect of a passive, non-interactive virtual reality stimulus on dynamic visual acuity and postural sway in healthy young adults. Methods 24 healthy young adults (9 males, 15 females) aged 20–39, with an average age of 26.08 ± 4.14 were included in the study. All participants underwent the Sensory Organization Test (SOT), Static Visual Acuity Test (SVAT), Perception Time Test (PTT), Dynamic Visual Acuity Test (DVAT), Gaze Stabilization Test (GST), and Visual Analogue Scale (VAS) to assess symptoms that may arise from virtual reality. These tests were repeated for all participants after the virtual reality experience, and completed on the same day. Results Statistically significant differences were obtained in the balance score of the SOT (COMP, mean decrease 2.29 points, 95% CI 0.49–4.10, p = 0.015, Cohen’s d = 0.54) and the left-side GST (mean increase 24.7 ms, 95% CI −45.82 to −3.64, p = 0.024, Cohen’s d = −0.52) in the pre/post virtual reality experience comparison. Virtual reality had no statistically significant effect on SOT conditions 1–6 individually (all p > 0.05), although CON6 and PTT were borderline (CON6: p = 0.095, r = 0.34; PTT: p = 0.053, r = 0.40). No statistically significant differences were found between pre- and post-treatment in PTT and DVAT (both p > 0.05). Conclusion It has been demonstrated that a passive, non-interactive virtual reality stimulus may affect balance and gaze stabilization by increasing postural sway over a short, same-day time frame. Clinicians and researchers should be aware of these possible short-term effects when using similar VR-based paradigms for vestibular assessment and rehabilitation.

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Publication Details

Journal
Journal of Vestibular Research
Published
2026-10-15
DOI
https://doi.org/10.1177/09574271261494435
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Short-term vestibulo-ocular and postural effects of virtual reality in healthy young adults

Songül Aksoy, Büşra Altın, Enes Turkoglu
Journal of Vestibular Research
Virtual Reality Applications and Impacts
article

Short-term vestibulo-ocular and postural effects of virtual reality in healthy young adults

Songül Aksoy, Büşra Altın, Enes Turkoglu
article en

Abstract

Background Virtual reality can simulate the testing of cognitive, sensory, and motor skills using simulated environments. Eye stabilization is necessary to maintain visual acuity during rapid head movements; this is achieved through mechanisms such as the vestibulo-ocular reflex. Objective This study aimed to investigate the short-term effect of a passive, non-interactive virtual reality stimulus on dynamic visual acuity and postural sway in healthy young adults. Methods 24 healthy young adults (9 males, 15 females) aged 20–39, with an average age of 26.08 ± 4.14 were included in the study. All participants underwent the Sensory Organization Test (SOT), Static Visual Acuity Test (SVAT), Perception Time Test (PTT), Dynamic Visual Acuity Test (DVAT), Gaze Stabilization Test (GST), and Visual Analogue Scale (VAS) to assess symptoms that may arise from virtual reality. These tests were repeated for all participants after the virtual reality experience, and completed on the same day. Results Statistically significant differences were obtained in the balance score of the SOT (COMP, mean decrease 2.29 points, 95% CI 0.49–4.10, p = 0.015, Cohen’s d = 0.54) and the left-side GST (mean increase 24.7 ms, 95% CI −45.82 to −3.64, p = 0.024, Cohen’s d = −0.52) in the pre/post virtual reality experience comparison. Virtual reality had no statistically significant effect on SOT conditions 1–6 individually (all p > 0.05), although CON6 and PTT were borderline (CON6: p = 0.095, r = 0.34; PTT: p = 0.053, r = 0.40). No statistically significant differences were found between pre- and post-treatment in PTT and DVAT (both p > 0.05). Conclusion It has been demonstrated that a passive, non-interactive virtual reality stimulus may affect balance and gaze stabilization by increasing postural sway over a short, same-day time frame. Clinicians and researchers should be aware of these possible short-term effects when using similar VR-based paradigms for vestibular assessment and rehabilitation.

Journal of Vestibular Research
Başkent University (TR), Istanbul University-Cerrahpaşa (TR), Hacettepe University (TR)
Good health and well-being
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
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