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May 27, 2026Virtual Reality0 citationsOpen Access

Reaction times to peripheral visual stimuli in head-mounted display virtual reality

DBDan BürgerHGHeiko GroßmannHLHannes Loerwald

Key Points

  • This study aims to compare reaction times to peripheral stimuli in virtual reality and real-world scenarios.
  • Examined reaction times to stimuli at various distances in virtual reality using a reaction wall.
  • Utilized a linear mixed-effects model to analyze the impact of stimulus position, response hand, and learning effect.
  • Evaluated task performance over time with 8 × 8 buttons that lit up randomly for rapid response.
  • RTs increased significantly by 18.9% for every 10° increase in stimulus distance from the display center.
  • Participants showed a learning effect, improving reaction times by 10.1% over time.
  • Other factors such as response hand position had minimal influence on RTs.

Abstract

Abstract Rapid reactions to stimuli in the visual periphery are crucial in many sports. Previous studies have shown that in the real world (RW) reaction times (RTs) increase with stimulus eccentricity. Virtual reality (VR) is developing into a promising tool for assessing and training reactions to peripheral stimuli in sport-specific scenarios under controllable conditions that would be difficult to implement in RW. However, given physiological differences between natural vision and vision via head-mounted displays, it is essential to determine whether performing tasks in VR results in comparable patterns as observed in RW studies. This study examined RTs to stimuli at varying distances to the display’s center in VR. The test employed a virtual reaction wall consisting of 8 × 8 buttons, one of which illuminated randomly, requiring a rapid virtual touch upon detection. A linear mixed-effects model was used to examine how RTs were affected by the distance from the display center, the horizontal and vertical position of the stimulus on the display, the hand with which the response was made, and a possible learning effect. The results indicate a significant increase in RTs with greater stimulus distance to the display’s center (18.9% per 10° increase), a learning effect (10.1% faster reactions over time), and a minimal influence of other factors. These results are consistent with RW studies, suggesting that VR may be suitable for assessing and training responses to peripheral stimuli in complex scenarios. Future studies should integrate eye tracking to relate head-centered stimulus angles more directly to retinal eccentricity.

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Cite This Study

Bürger et al. (2026) studied this question.

synapsesocial.com/papers/6a168b160c924ddd1bd59de4https://doi.org/10.1007/s10055-026-01389-0
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