The impact of locomotion on learning in virtual reality


While learning in life-sized virtual environments it is often essential to be able to walk.

Project description

Virtual Reality (VR) offers the possibility to move around in a virtual world via motor activity. However, there are different options how locomotion can be ac-complished in VR. One can locomote for example by means of whole-body walking movements like the ones in the real world, or the displacement of one-self can be performed manually by means of a controller. The influence of dif-ferent types of locomotion in VR on learning processes is still largely unex-plored. This research project will investigate the influence of different types of locomotion in VR on both learning and behavioral decisions (embodied learn-ing). The results of this project will be of fundamental interest for the design of VR environments. They will serve to show to what extent locomotor action is involved in learning tasks and to what extent it can foster learning.

Cooperation partners

Prof. Dr. Fred Mast, Department for Cognitive Psychology, Perception, and Research Methods at the Institute for Psychology of the University of Bern



  • Prof. Dr. Martin Dobricki
  • Prof. Dr. Fred Mast
  • MSc Michael Rihs


July 2022 – December 2023