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BroomBroom! Evaluation of Leaning and Controller-based Locomotion for Flying in Virtual Reality
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0009-0002-0080-3113
TU Darmstadt.ORCID iD: 0000-0002-9621-6214
Saarland University.ORCID iD: 0000-0002-7332-3287
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0000-0001-7549-1797
Show others and affiliations
2025 (English)Manuscript (preprint) (Other academic)
Abstract [en]

Virtual Reality (VR) locomotion methods are mainly ground-based, room-scale, or discrete, making them ill-suited for flying experiences. Although leaning- and controller-based techniques are promising for flying in VR, we lack empirical evidence of their advantages. We compared combinations of leaning- and controller-based methods for steering and velocity in a user study (N = 24) using a broom metaphor to integrate these methods into an understandable locomotion reference. The steering methods were: 1) controller-pointing (CP) and 2) headset-leaning (HL); and for velocity control: 1) controller linear displacement (CLD) and 2) headset linear displacement (HLD). Results indicate that HL increase presence compared to CP. However, combining HL with CLD worsens coin collection rate, completion time, mental load, control factor ratings, and enjoyment. In contrast, HLD worked well when paired with either steering method. CP-CLD led to the highest coin collection rate and lowest mental load. All methods had comparable feelings of flying.

Place, publisher, year, edition, pages
2025.
Keywords [en]
Locomotion, Leaning, Controller, Embodied, Flying, Virtual Reality, Broom
National Category
Computer and Information Sciences
Research subject
Human-computer Interaction; Human-computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-371591OAI: oai:DiVA.org:kth-371591DiVA, id: diva2:2006326
Conference
VRST '25
Note

Will be published as DOI 10.1145/3756884.3766017 in 31st ACM Symposium on Virtual Reality Software and Technology (VRST '25), Nov 12--14, 2025,  Montreal, QC, Canada

QC 20251014

Available from: 2025-10-14 Created: 2025-10-14 Last updated: 2025-10-14Bibliographically approved
In thesis
1. Movement-based Locomotion
Open this publication in new window or tab >>Movement-based Locomotion
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The increasing prevalence of sedentary lifestyles has prompted a growing interest in technologies that integrate physical activity into digital experiences. This thesis focuses on how locomotion — the act of moving through physical and virtual environments — can be meaningfully integrated in applications through input from the user’s physical body movements. Through a Constructive Design Research approach, I have designed and prototyped locomotion techniques for Virtual Reality in four different projects, and conducted empirical evaluations through lab-based experimental studies to understand how this influences the user’s exertion, experience, and ability to navigate.

Each project explores different movement-based locomotion techniques for walking, jogging, rowing, and flying, culminating in four papers. Paper I demonstrates how a sedentary desktop activity can be redesigned to facilitate light to moderate intensity physical activity through walking. Papers II, III,and IV demonstrate how the prototypes provide means of movement-based locomotion in three-dimensional virtual environments beyond room scale, which is missing in exertion-focused games (exergames).

The results of the experimental studies provide additional insights into how the different design alternatives influenced the user’s ability to navigate, providing design implications for each context and for locomotion research more generally. Through reexamining the papers through the lens of fidelity -how accurate interactions correspond to real movements, the thesis addresses the question of how medium fidelity impacts the performance and experience of movement-based locomotion techniques. Additionally, the thesis addresses the question of how movement-based locomotion can provide means of exertion for both novel exergame design and non-exergame applications. Lastly, the thesis also offers a conceptual framework, intended as a support tool for both the design and analysis of movement-based interaction.

Abstract [sv]

Den ökande förekomsten av stillasittande livsstilar har lett till ett ökat intresse för teknologier som integrerar fysisk aktivitet i digitala upplevelser.

Denna avhandling fokuserar på hur lokomotion — förflyttning genom fysiska och virtuella miljöer — på ett meningsfullt sätt kan integreras i applikationer genom input från användarens kroppsrörelser. Genom konstruktiv designforskning (Constructive Design Research) har jag designat och prototyputvecklat lokomotionstekniker för Virtual Reality i fyra olika projekt, samt genomfört empiriska utvärderingar i laboratoriebaserade experimentella studier för att förstå hur detta påverkar användarens ansträngning, upplevelse och förmåga att navigera. Varje projekt utforskar olika rörelsebaserade lokomotionstekniker för gång, joggning, rodd och flygning, och resulterar i fyra artiklar. Artikel I visar hur en stillasittande skrivbordsaktivitet kan omformas för att möjliggöra måttliga mängder fysisk aktivitet genom gång. Artiklarna II, III och IV visar hur prototyperna tillhandahåller möjligheter för rörelsebaserad lokomotion i tredimensionella virtuella miljöer bortom rumsskala, vilket saknas i speldesign för fysiska träningsspel (exergames).

Resultaten från de experimentella studierna ger ytterligare insikter i hur de olika designalternativen påverkade användarens förmåga att navigera, och ger därmed designimplikationer för varje kontext och för forskning om lokomotion mer generellt. Genom att åter granska artiklarna utifrån perspektivet fidelity – hur väl interaktioner motsvarar verkliga rörelser – adresserar avhandlingen frågan om hur medelhög fidelity påverkar prestanda och upplevelse av rörelsebaserade lokomotionstekniker. Vidare behandlar avhandlingen frågan om hur rörelsebaserad lokomotion kan erbjuda former av ansträngning både för nya exergames och för icke-exergame-applikationer. Slutligen erbjuder avhandlingen även ett konceptuellt ramverk, avsett som ett stödverktyg för både design och analys av rörelsebaserad interaktion.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2025. p. vii, 164
Series
TRITA-EECS-AVL ; 2025:87
Keywords
Locomotion, Virtual Reality, Movement, Exertion, Exergame, Realism, Interaction Fidelity
National Category
Computer and Information Sciences
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-371566 (URN)978-91-8106-414-8 (ISBN)
Public defence
2025-10-31, https://kth-se.zoom.us/j/62907718395, F3, Lindstedtsvägen 26 & 28, Stockholm, 14:00 (English)
Opponent
Supervisors
Funder
StandUp, 66490
Note

QC 20251014

Available from: 2025-10-14 Created: 2025-10-13 Last updated: 2025-10-27Bibliographically approved

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Hedlund, MartinBogdan, Cristian MRey, RemyGhavamian, PooriaTobin, DeirdreMatviienko, Andrii

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Hedlund, MartinMüller, FlorianSchmitz, MartinBogdan, Cristian MRey, RemyGhavamian, PooriaTobin, DeirdreMatviienko, Andrii
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