Zero-gravity

recorded by MERPTV of Lone Echo

Using direct gestures such as pushing and pulling of the user’s environment in order to navigate through a zero-gravity environment.

Strengths:

A very natural and intuitive way to explore

Very immersive and unobtrusive to the experience

Weaknesses

A limited locomotion method that would only work for specific contexts

Can result in simulation sickness for some users

Redirected walking

This method fully utilizes room-scale technology by generating environment layouts continuously based on where you are in your play area. The environments cleverly warp and change without you being aware of it allowing you to explore endlessly through room, hallways, vents and more.

Strengths:

A rare locomotion method that does not require any use of a controller

A very natural and intuitive way to explore

Does not require any sort of onboarding or tutorial

Dramatically reduces the possibility of any simulation sickness

Weaknesses

Can be inaccessible for those in smaller play areas or those who are playing from a seated position.

Rectangular gain walking

Designed to allow users to naturally walk continuously around a large object (car) that is bigger than their tracked play area. In this method, users can see visual cues on the floor at the edge of their play area (the red areas) which, when stood on, movements become exaggerated by the play area (the grey box) also moving virtually in that direction.

Strengths:

A rare locomotion method that does not require any use of a controller

A very natural and intuitive way to explore

Dramatically reduces the possibility of any simulation sickness

Weaknesses

Can be inaccessible for those in smaller play areas or those who are playing from a seated position.

For More Info

At the 2016 Vision Summit, UX designer Daniel Sproll and developer Diego Montoya from Re’flekt shared their iterative design process behind Audi’s VR retail experience. In their talk, they share lots of their experimentations and learning outcomes. Watch it HERE.

Skiing

recorded by vrgamecritic of Fancy Skiing VR

A direct gesture input for locomtion that simulates the movement and experience of skiing.

Strengths:

Natural, immersive and easy to learn

Reduces simulation sickness

Fairly efficient for navigating large environments

Weaknesses

A limited locomotion method that would only work for specific contexts

If drifting too fast and too long after a few pushes there is still a chance of experiencing simulation sickness

Running in place

recorded by Bumble of RIPmotion by Ryan Sullivan

By walking and running in place with the controller facing directly ahead, this method mimics the movement of walking and running allowing users to navigate environments naturally with reduced chances of simulation sickness.

Strengths:

Reduces simulation sickness

Natural and easy to learn

Weaknesses

Might be obtrusive if users also need their hands for other tasks while navigating an environment

It can be tedious or tiresome after extended use

Can be inefficient when navigating large environments

For More Info

Ryan Sullivan, the creator of RIPmotion has a great video and written directions of how this locomotion method works as well as a downloadable demo HERE.

Arm swinger

recorded by Electric Night Owl of Electric Night Owl by Keller

This gesture of swinging your arms designed to mimic the movements of walking allowing users to navigate environments naturally with reduced chances of simulation sickness.

How it works: By holding down on a button, and swinging your arms you begin moving towards the direction in which your hands are facing.

Strengths:

Reduces simulation sickness

Because the moving direction is based on the direction the hands are facing, this allows users to walk in one direction while looking in other directions

Natural and easy to learn

Weaknesses

Might be obtrusive if users also need their hands for other tasks while navigating an environment

It can be tedious or tiresome after extended use

Can be inefficient when navigating large environments

For More Info

Keller, the lead developer of Electric Night Owl has a great video demoing and explaining some of the deeper functions and capabilities of this locomotion method.

Cone drag

recorded by GDC of Google Earth VR

When using the locomotion method of pulling or dragging an avatar through space, cone dragging is a correction trick that moves users vertically in space based on where they’re pulling themselves towards, in order to avoid running into buildings or mountains.

Strengths:

Fast, efficient, and natural for covering great distances

Avoids running into buildings, mountains or other obstacles

Quick to learn for new users

Weaknesses

It can cause simulation sickness, which is why in this case it was used with a minimized field of view during movement

For More Info

See the full talk by Google’s Adam Glazier, Nadav Ashkenazi, and Per Karlsson on the UX design behind Google Earth VR at the 2017 VRDC session.

Scaled flying

recorded by GDC of Google Earth VR

A method of flying where the user’s virtual size is constantly being scaled based on where the floor is beneath them. This allows users to feel constantly grounded so they can walk around via room-scale locomotion whenever they want.

Strengths:

Works very naturally and seamlessly with room-scale locomotion

Because it can be paired with room-scale locomotion, it’s perfect exploration in small and large increments

Because users are grounded this minimizes the risks of acrophobia

Maintains the most immersion and context unlike other methods of locomotion like teleportation

Weaknesses

Just like most methods of artificial locomotion, it can cause simulation sickness, which is why in this case it was used with a minimized field of view during movement

Requires the constant scaling of the user virtually which makes it not suitable for all contexts

For More Info

See the full talk by Google’s Adam Glazier, Nadav Ashkenazi, and Per Karlsson on the UX design behind Google Earth VR at the 2017 VRDC session.

Walk about

Users can rotate their bodies in the play area without rotating in the virtual world allowing them to walk continuously in the virtual world by pacing back and forth in the play area.

How it works: By holding a button, the avatar’s head becomes suspended and locked in virtual space allowing the user to turn their body without turning in the virtual experience. When the button is let go, they can now continue walking in the desired direction. During the suspended locked process, the environment is blurred, and the play area grid is displayed for the user to see as a reference where they can turn to. Each turn is constantly being tracked so that floating dust can be generated in the play area drifting in a specific direction in order to hint the user as to which direction they should turn to avoid tangling their headset cords.

Strengths:

A very natural way to explore environments

Dramatically reduces chances of simulation sickness

Weaknesses

May lead to tangled cords if not used correctly

Can be inaccessible for those in smaller play areas or those who are playing from a seated position.

Can be inefficient for navigating larger environments

May take some time for a user to master

For More Info

Brady Wright, founder and developer of Above-and-Beyond Software in Tecton games has a great video explaining in-depth his design of the Walk About locomotion method.

Volumetric blink + gaze-based teleportation

Similar to regular blink teleportation except now the destination pointer is controlled by your gaze direction and it indicates to you the volume of your play area at the destination, also giving you the option to adjust which direction you will be facing using the trackpad.

Strengths:

Because it’s gaze based, it’s less likely for users to get lost with where they are teleporting to

Turn the virtually facing direction without actually turning

Great for users with smaller play areas

Weaknesses

Can be more visually obtrusive compared to regular blink

Not very natural and can take some time to get used to

For More Info

There’s a video by Dan Yager, the creative director at Cloudhead Games, where he explains in-depth the locomotion systems in this game.