International audienceNavigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environments exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on situations of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future co...