Locomotion comfort and usability
Comfort and usability are crucial when designing a fully immersive locomotion system. A comfortable fully immersive experience minimizes sensory mismatches and aligns closely with physical world experiences. This page outlines key comfort risks to consider in fully immersive app design and provides techniques to mitigate these risks and enhance user comfort.
The following chart lists several potential comfort and usability issues, the types of locomotion that trigger them, and some of the techniques that can be used to improve the experience.
Comfort risks and usability issues | Associated locomotion types | Useful techniques |
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| Avatar movement, scripted movement, world pulling, steering movement | Consistent framerate, quick turns, snap turns, independent visual background (IVB), vignetting, instant velocity changes |
| Teleportation | Spatial sound effects, blinks, warps |
| Physical locomotion, world pulling, arm swinging/clawing | Artificial locomotion, support seated use |
| Physical locomotion | Artificial locomotion, support seated use |
| Physical locomotion | Artificial locomotion |
Vection is a visually induced phenomenon that occurs during slide locomotion in fully immersive experiences, where the user perceives movement through visual cues even when physically stationary. This sensation can cause discomfort when it conflicts with signals from the vestibular sense (balance) or proprioception (body awareness).
This is a balance mechanism, detected by vestibular organs in a user’s inner ear. These organs function like sensors, tracking head movements and gravity. They respond to changes in motion but not to constant velocity, making steady movement in fully immersive experiences often comfortable.
Visual-vestibular mismatches and comfort
Differences between what a user sees and what their vestibular sense (balance) feels can lead to motion sickness. For example, reading in a moving car or being on a boat without seeing the horizon can cause similar effects. In fully immersive experiences, this occurs when a user’s eyes see movement, but their body feels stationary. Reducing these mismatches is crucial to prevent discomfort and enhance user experience.
This refers to the sense of body position and movement. Mismatches between a physical body and its virtual representation can disrupt immersion and comfort, especially if there are issues with tracking accuracy or response times.
Disorientation occurs whenever the user loses track of their position in their environment. This can happen most commonly when the camera perspective suddenly changes significantly, and it takes a moment to reorient oneself within the world. This is associated with teleportation, snap turns, and any other discontinuities in the camera position or orientation.
Minimizing acceleration in fully immersive experiences
To enhance user comfort in fully immersive experiences, it’s crucial to minimize the effects of acceleration, as mismatches between visual input and physical sensation can lead to discomfort. Here are several strategies to effectively reduce acceleration and improve the overall fully immersive experience:
- Control duration and frequency: By keeping accelerations brief and infrequent, the likelihood of discomfort is reduced. This approach leverages the delay before the mismatch between vision and vestibular cues causes unease.
- Implement quantized velocity: This method involves setting fixed movement speeds (e.g., stopped, walking, running) and switching between them instantly. This reduces the duration of perceived acceleration, minimizing the mismatch between what users see and feel.
- Use stepped translations: Instead of smooth motion, implement movement as a series of small, rapid teleports. This technique, similar to snap turns in rotation, helps eliminate the perception of continuous motion, thereby reducing vection and potential discomfort.
- Restrict movement axes: Limiting movement to certain axes or specific angles (like 15, 30, 45, 90, or 180 degrees) can prevent disorientation, especially in sensitive users. The most restrictive form involves allowing only forward and backward movement, requiring users to physically turn to change direction, which aligns visual and vestibular inputs more closely.
- Stabilize camera elevation: To avoid the discomfort caused by vertical movements over uneven terrain, adjust the camera to maintain a consistent elevation relative to the ground. This can be achieved by repositioning the camera only when necessary, using techniques like teleportation or gradual elevation changes to smooth out transitions.
- Soft camera collisions: When the camera collides with virtual objects, opt for a soft collision approach where the camera slows down before stopping, rather than an abrupt halt. This method reduces the shock of sudden stops and helps users anticipate and adapt to boundaries more naturally.</p>
By applying these techniques, developers can create more comfortable and fully immersive environments that minimize the risk of motion sickness and enhance user engagement.
Consistent frame rate and head tracking
Maintaining a consistent frame rate is crucial for comfortable fully immersive experiences. Judder, which occurs when the virtual camera position doesn’t match the physical camera position, can be uncomfortable. Asynchronous Time Warp (ATW) can help reduce judder, but maintaining a solid framerate is still essential.
Independent visual backgrounds (IVBs)
IVBs can reduce discomfort by helping the brain reinterpret visual information. They create a stable environment that responds to head movement, making it seem like the world is moving around the user instead of the user moving through the world. IVBs can be effective, but their unique behavior requires careful implementation.
Controlling artificial locomotion through physical activities, such as walking in place or climbing, can improve comfort. This may be due to better alignment of proprioceptive and vestibular input with visual motion or the introduction of noise in the perceptual system. However, this approach carries risks of fatigue and accessibility issues if users don’t have alternative movement schemes.
Environmental sound effects can help reduce disorientation during blink effects or other occlusions. By hearing sounds that change position with the listener, users can better orient themselves in the environment.
When designing a locomotion system, it’s crucial to consider the needs and individual factors of users. This includes space limitations, fatigue, accessibility, and predictability.
Designing fully immersive experiences that require large play spaces can exclude many potential users. To accommodate those with limited space, who may need to play in a stationary mode, it’s essential to integrate artificial locomotion or turning mechanisms. This ensures all users can fully engage with the virtual environment regardless of their physical space constraints.
Physical locomotion in fully immersive experiences can lead to user fatigue, especially if the gameplay starts actively and becomes more passive over time. While continuous physical movement can enhance immersion, it should be a conscious design choice, as it may shorten play sessions or limit accessibility for some users.
Consider the physical needs of all users, including those who must remain seated or have limited dexterity. Designing with these considerations in mind, such as optimizing hand tracking and controller systems, can make the fully immersive experience more inclusive and enjoyable for everyone. For comprehensive guidelines, refer to the full guide on
Designing for Accessibility.
Users experience less discomfort when they can predict camera movements within the virtual environment. Consistent and predictable control schemes help minimize vection and discomfort from unexpected visual accelerations. Implementing a visible avatar that indicates upcoming camera movements can significantly enhance comfort. For instance, the avatar might move ahead, signaling the camera’s following path, and stop to allow the camera to catch up and decelerate smoothly. Reliable turning controls that consistently respond to inputs also contribute to a more predictable and comfortable experience.