Quinn Davies, Jakob Due Jensen, Mathias Scholz
VR course 2022-2023
The goal of this project was to implement a locomotion technique for three-dimensional movement in VR, for which we developed 3 techniques and compared their effectiveness via task completion rate. These three different techniques all deal with the user being able to fly, with movement being controlled with the position of the controller relative to the body, the direction the headset is facing, or with the joysticks. In regards to the task completion rate, we created a race course, which the user is tasked with maneuvering through. The user maneuvers through floating rings while being timed. Due to the nature of some of the locomotion methods, the average time will be divided by the completion time of a control race, where the users fly in a straight line. We found that our “Sight flight” method proved to be the best when it came to navigating 3D spaces in VR based on our experiment results. In addition to this, we found that our “Superman” method turned out to be worse in practice than originally thought, though it notably produced the least amount of VR sickness across six testers with “Stick flight” producing the most. In terms of future applications of these techniques, VR tours of architectural spaces looks promising, as well as educational theaters where a free-form locomotion technique would be practical.