Abstract

The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both researchers and users in analyzing and experiencing current VR locomotion techniques, the field of research on VR locomotion, in its new era, is still uncharted. In this work, VR locomotion is explored through a systematic literature review investigating empirical studies of VR locomotion techniques from 2014–2017. The review analyzes the VR locomotion techniques that have been studied, their interaction-related characteristics and the research topics that were addressed in these studies. Thirty-six articles were identified as relevant to the literature review, and the analysis of the articles resulted in 73 instances of 11 VR locomotion techniques, such as real-walking, walking-in-place, point and teleport, joystick-based locomotion, and more. Results showed that since the VR revival, the focus of VR locomotion research has been on VR technology and various technological aspects, overshadowing the investigation of user experience. From an interaction perspective, the majority of the utilized and studied VR locomotion techniques were found to be based on physical interaction, exploiting physical motion cues for navigation in VR environments. A significant contribution of the literature review lies in the proposed typology for VR locomotion, introducing four distinct VR locomotion types: motion-based, room scale-based, controller-based and teleportation-based locomotion.

Highlights

  • Over the last few years, Virtual Reality (VR) has undergone a major hardware-driven revival, which has had significant effects on the ways users experience and use VR [1,2]

  • The main features of the 11 documented VR locomotion techniques are presented as follows

  • The current systematic literature review showed that the VR revival and the devices that were introduced recently offered a level of technical homogeneity for VR locomotion techniques, providing a common ground and allowing for the comparison and analysis of these techniques

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Summary

Introduction

Over the last few years, Virtual Reality (VR) has undergone a major hardware-driven revival, which has had significant effects on the ways users experience and use VR [1,2]. The introduction of the Oculus Rift Development Kit 1 in 2013 is considered a significant milestone for VR, indicating when the VR revival took place and when VR became accessible, up-to-date and relevant again [1,3,4,5]. The low acquisition cost of VR hardware transformed VR into a widely-accessible and popular technology. Perspective, the technological revival of VR has produced new and updated interaction metaphors, designs and tools, affecting the resulting user experiences and the research of the field [3].

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