Planning Locomotion Techniques for Virtual Reality Games
dc.contributor.author | Moore, Cameron | en |
dc.contributor.author | Lages, Wallace | en |
dc.date.accessioned | 2023-11-02T13:06:45Z | en |
dc.date.available | 2023-11-02T13:06:45Z | en |
dc.date.issued | 2023-10-09 | en |
dc.date.updated | 2023-11-01T08:01:35Z | en |
dc.description.abstract | Locomotion is a fundamental component in many virtual reality (VR) games. However, few techniques have been designed with game’s demands in mind. In this paper, we propose two locomotion techniques for fast-paced VR games: Repeated Short-Range Teleports and Continuous Movement Pads. We conducted a user study with 27 participants using these techniques against Smooth Locomotion and Teleport in a game-like scenario. We found that Movement Pads can be a suitable alternative for games, with competitive performance on various criteria such as time, damage taken, usability, workload, and user preference. On the other hand, Repeated Short-Range Teleport displayed lower usability and higher mental workload. | en |
dc.description.version | Published version | en |
dc.format.mimetype | application/pdf | en |
dc.identifier.doi | https://doi.org/10.1145/3611659.3615711 | en |
dc.identifier.uri | http://hdl.handle.net/10919/116613 | en |
dc.language.iso | en | en |
dc.publisher | ACM | en |
dc.rights | In Copyright | en |
dc.rights.holder | The author(s) | en |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | en |
dc.title | Planning Locomotion Techniques for Virtual Reality Games | en |
dc.type | Article - Refereed | en |
dc.type.dcmitype | Text | en |