Design patterns for Immersive Tech

Virtual Reality patterns

Fluid Locomotion System

User goals

Move forward continuously at speed without triggering simulation sickness

Interaction

  1. The user hold one arm extended in front of them with a controller in the hand
  2. They then swing the arm down and back along the side of the their body, often whilst pressing the trigger or other convenient button on the controller
  3. The other arm is swing up in the opposite direction and then pulled back down with the trigger pressed
  4. The two arms work in a co-ordinated rhythm to control the speed and smoothness of the movement

Good

  • The method was designed into games like Sprint Vector to reduce the the negative affect of VR sickness
  • It triggers some degree of movement within the body
  • It has benefits for experiences designed to provide exercise for users

Bad

  • Our research shows it does not work reliably in terms of reducing VR sickness. Many users who are prone to this will start to feel nauseous very quickly
  • The technique requires timing and rhythm so is not recommended for experiences where movement should not pose any challenge or learning curve
  • It can be tiring for prolonged movement (but in games this is often the goal)
  • It can break the immersion, as despite trying to simulate the mechanics of walking, it does not really feel like walking and often requires a lot of cognitive demand and focus to execute the movement correct, particularly in terms of timing the button presses.

Linked to: Simple Teleporting

Examples

Sprint Vector: Using arm swinging movements to move forward at variable speeds

 

Sprint Vector: What the user sees through the HMD during movement

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