The Cognitive Load and Usability of Three Walking Metaphors for Consumer Virtual Reality
Chengyuan Lai, Ryan P. McMahan
Abstract
Walking metaphors have been extensively researched for travel in virtual reality (VR) applications. However, only a few walking metaphors are feasible for most consumer VR systems. In this paper, we present a study that compares three of these suitable metaphors: Scaled Walking, Human Joystick, and Walking-In-Place. Our study empirically assesses the cognitive loads and travel performances of these three walking metaphors by employing a novel dual-task methodology. We also evaluated their effects on simulator sickness, presence, and perceived usability. The results of our study indicate that Scaled Walking afforded significantly better travel performances and perceived usability than Human Joystick and Walking-In-Place. Our results also indicate that Walking-In-Place required the worst cognitive loads and that Human Joystick induced the worst simulator sickness. Given these results, we discuss the implications of using a high-fidelity, full-gait walking metaphor.