Tobias Nordholm-Højskov, Emil Viggo Dalsgaard, Caroline Helene Due
VR course 2024-2025
Locomotion in general plays a massive part in helping immerse people into VE’s (Virtual Environments), as it shapes how they interact and navigate within these spaces. An incorrectly chosen locomotion technique can negatively impact an experience and degrade the overall user experience. Therefore this study focuses on evaluating two different locomotion techniques, head-tracked and controller-tracked locomotion, used to replicate the real world activity of sledding. The techniques were tested on 6 participants, where data was gathered about the technique, presence and VR-sickness. We found that the head-tracked technique performed best overall, with participants reporting they quickly adjusted to it, along with achieving better time-to-target and accuracy scores along with high scores for the qualitative measures of presence and VR sickness compared to the controller-based technique. These findings also suggested that locomotion techniques that closely resembles real life body-movement lead to enhanced user experiences overall.