The Effect of Interaction Fidelity on User Experience in Virtual Reality Locomotion

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Virginia Tech


In virtual worlds, designers often consider "real walking" to be the gold standard when it comes to locomotion, as shown by attempts to incorporate walking techniques within tasks. When real walking is not conceivable due to several different limitations of virtual interactions (space, hardware, tracking, etc.) a walking simulation technique is sometimes used. We call these moderate interaction fidelity techniques and based upon literature, we can speculate that they will often provide an inferior experience if compared to a technique of high or low fidelity. We believe that there is an uncanny valley which is formed if a diagram is created using interaction fidelity and user effectiveness. Finding more points on this graph would help to support claims we have made with our hypothesis.

There are several studies done previously in the field of virtual reality, however a vast majority of them considered interaction fidelity as a single construct. We argue that interaction fidelity is more complex involving independent components, with each of those components having an effect of the actual effectiveness of an interface. In addition, the intention of the designer can also have influence on how effective an interface can be. In this study we are going to be doing a deeper look into devices which attempt to overcome the limitations of physical space which we will call semi-natural interfaces. Semi-natural interfaces are sometimes difficult to use at first due to mismatch of cues or possibly due to a lack of fidelity, but training has been shown to be beneficial to overcome this difficulty. As of today, designers have not yet found a fully general solution to walking in large virtual environments.



Interaction Fidelity, VR, VE, Virtual Reality, Effectiveness, Locomotion, Uncanny Valley