Impact of Artificial and Physical Locomotion Techniques on Cybersickness, Usability, Immersion
Yaşar Daşdemir · 2023
One of the immersive technologies that entered our lives with Metaverse is virtual reality (VR). A large number of new displays and input devices are used with this technology. With these devices, movement is provided in the virtual environment. Locomotion, also called motion in a virtual environment, is a VR technology that allows users to move freely in a virtual environment over long distances without leaving their current position. However, this technology is causing cybersickness (CS) in users, and new ideas are constantly coming up to solve movement-related problems. In this study, artificial and physical locomotions were examined regarding CS. CS is defined as discomfort during movements unrelated to body movement, for example, in airplanes, boats, or land travel. In the study conducted with 45 participants, the “Omnidirectional Walking”, “Real Walking”, “Teleport” and “Continuous Touch” locomotions were tested for CS, usability, and immersion. Nausea, oculomotor, disorientation, and total score parameters were measured with the Simulator Sickness Questionnaire (SSQ). It has been observed that “Continuous Touch” from artificial locomotion at the CS point produces greater discomfort but lowers the level of immersion. Significant usability differences were found between physical and artificial locomotion. Physical locomotion offered higher levels of engagement and immersion. It is essential to focus on these issues, especially in finding solutions to potential problems that may arise in UX designs for virtual environments.