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Locomotion

Locomotion is the way people move around within virtual worlds. In order to get the best experience and reduce the risks of motion sickness or fatigue, it is important to understand the different types of locomotion, their pros and cons, best practices and when best to use them.

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in-game shot of players in robotic avatars from the VR game, Echo VR
Posted inArtificial Locomotion Locomotion

VR Locomotion: Continuous Artificial Locomotion [Video]

Continuous Artificial Locomotion is a type of locomotion that lets you move around in the virtual world in any direction continuously and smoothly, such as flying, skating or driving.
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Player's avatar hands are shown getting ready to climb up a ladder in the VR game, Half-Life Alyx
Posted inDrag World Locomotion

VR Locomotion: Drag World [Video]

I explore the pros and cons of using "drag world" locomotion in VR, which involves using VR controllers to grab and drag the virtual environment.
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Teleportation in Altpsace. A circle target reticle glows at the end of a blue curved line.
Posted inLocomotion Teleportation

Locomotion: Teleportation [Video]

Teleportation — just like in Sci-Fi — provides instantaneous transport from one location to another.
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Man standing in living room in front of tv screen wearing VR headset and trackers on waist and ankles
Posted inLocomotion Walk In Place

Locomotion: Walk in Place [Video]

Walk in place uses the natural movement of either swinging your arms or moving your feet up and down to physically walk in place.
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Categories
  • By Question 19
  • Collaborative and Social 2
  • Gaming for Career Development 3
  • Human Centered Design 27
    • Motion Sickness 9
    • Physical Factors 10
    • Psychological Factors 2
    • Training in XR 7
  • Immersion and Presence 23
    • Cross-Platform 1
    • Directing Attention 4
    • Embodiment 3
    • Load Times 4
    • Narrative and Storytelling 2
    • NPC Behaviors 2
    • Sound 2
    • Wayfinding 2
    • Workflow and Focus 2
  • Input Methods 12
    • Controller Interactions 4
  • Locomotion 13
    • Artificial Locomotion 2
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 5
    • Tooltips and Memory Cues 2
  • UX Best Practices 9
    • Transitioning to XR 9
  • UX Process 9
  • Visibility and Legibility 9
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All screenshots or clips in this publication are the property of the studios who produced the film or experience and are used under the Fair Use laws for educational and critique purposes.

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