Litcius/Paper detail

Understanding User Experiences Across VR Walking-in-place Locomotion Methods

Chek Tien Tan, Leon Foo, Adriel Yeo, Jeannie S.A. Lee, Edmund Wan, Xiao‐Feng Kenan Kok, Megani Rajendran

2022CHI Conference on Human Factors in Computing Systems19 citationsDOI

Abstract

Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.

Topics & Concepts

AffordanceHuman–computer interactionUSableVirtual realityComputer scienceUsabilitySimulationMultimediaVirtual Reality Applications and ImpactsEvacuation and Crowd DynamicsFlow Experience in Various Fields
Understanding User Experiences Across VR Walking-in-place Locomotion Methods | Litcius