Concurrent locomotion and interaction in VR

profile

Can more embod­ied and leaning-based inter­faces help sup­port con­cur­rent loco­mo­tion and inter­ac­tion in VR when phys­i­cal walk­ing isn’t feasible?

Physical walk­ing is often con­sid­ered the gold stan­dard for VR travel when­ever fea­si­ble. However, espe­cially for larger-scale vir­tual travel the free-space walk­ing areas are typ­i­cally too small, thus requir­ing hand­held con­trollers to nav­i­gate, which can reduce believ­abil­ity, inter­fere with simul­ta­ne­ous inter­ac­tion tasks, and exac­er­bate adverse effects such as motion sick­ness and dis­ori­en­ta­tion. To inves­ti­gate alter­na­tive loco­mo­tion options, we com­pared hand­held Controller(thumbstick-based) and phys­i­cal walk­ing versus a seated (HeadJoystick) and standing/stepping (NaviBoard) leaning-based loco­mo­tion inter­faces, where seated/standing users travel by moving their head toward the target direc­tion. Rotations were always phys­i­cally per­formed. To com­pare these inter­faces, we designed a novel simul­ta­ne­ous loco­mo­tion and object inter­ac­tion task, where users needed to keep touch­ing the center of upward moving target bal­loons with their vir­tual lightsaber, while simul­ta­ne­ously stay­ing inside a hor­i­zon­tally moving enclo­sure. Locomotion, inter­ac­tion, and com­bined per­for­mance was best for walk­ing and worst for con­troller. Leaning-based inter­faces improved user expe­ri­ence and per­for­mance com­pared to Controller, espe­cially when standing/stepping using NaviBoard, but did not reach walk­ing per­for­mance. That is, leaning-based inter­faces HeadJoystick (sit­ting) and NaviBoard (stand­ing) that pro­vided addi­tional phys­i­cal self-motion cues com­pared to con­troller improved enjoy­ment, pref­er­ence, spa­tial pres­ence, vec­tion inten­sity, motion sick­ness, as well as per­for­mance for loco­mo­tion, object inter­ac­tion, and com­bined loco­mo­tion and interaction.

Our “Lightsaber” task is illus­trated below for the dif­fer­ent loco­mo­tion interfaces:

Controller

HeadJoystick

NaviBoard

Walking

Publications

Hashemian, A. M., Adhikari, A., Aguilar, I. A., Kruijff, E., von der Heyde, M., & Riecke, B. E. (2023). Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller. IEEE Transactions on Visualization and Computer Graphics (TVCG), 1–18. https://doi.org/10.1109/TVCG.2023.3275111 (Download)
Hashemian, A. M. (2022). Providing Embodied Self-Motion Cues Improve Flying and Ground-Based Locomotion Experience and Performance [PhD Thesis, Simon Fraser University]. https://summit.sfu.ca/item/35698 (Download)
Hashemian, Abraham M., Ashu Adhikari, Alexander Bretin, Ivan Aguilar, Ernst Kruijff, Markus von der Heyde, and Bernhard E. Riecke. 2021. “Is Walking Necessary for Effective Locomotion and Interaction in VR?” In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 395–96. Lisbon, Portugal: IEEE. https://doi.org/10.1109/VRW52623.2021.00084. (Download)
Riecke, Bernhard E, Abraham M Hashemian, Ashu Adhikari, Ivan Aguilar, Ernst Kruijff, and Markus von der Heyde. 2021. “Simultaneous Locomotion and Interaction in VR: Walking > Leaning > Controller.” Talk pre­sented at the ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. https://youtu.be/jzoaBAd6gPY. (Download)