Locomotion types
Locomotion refers to movement or the ability to move in physical/virtual space. It’s one of the main topics to consider for any immersive application, and there are many types of how that can be done.
In this page, we introduce the two main types of locomotion: physical and artificial Locomotion, and give some examples of what artificial Locomotion there is.
Physical locomotion
Artificial locomotion
Physical locomotion is when movement in the virtual world is controlled by movement in the physical world. For example, walk, turn, or move through the virtual world by walking, turning, and moving in the physical world. With physical locomotion, the camera movement in the virtual world should match the exact movement of the physical headset, also known as 1 to 1 movement mapping.
Even if an app is not designed for physical locomotion, plan for what happens when people move in the physical world. For instance, if a user takes a step in physical space or leans forward while sitting, would this move the virtual camera into solid geometry like walls, decorations, or characters?
Visual of a user standing in the play area.
Artificial locomotion is when movement in the virtual world does not exactly correspond to physical movement. For example, to walk, turn, or move through the virtual world in response to controller inputs, such as pushing a thumbstick. There are multiple forms of artificial locomotion.
There are many scenarios where it is necessary or useful to use artificial locomotion. The most common use of artificial locomotion is to make it possible for people to move through virtual environments that are larger than their physical playspace. We can move through the virtual world, or the virtual world moves around us. Sometimes, both happen at the same time. For example, movement can sometimes be controlled by, or in response to, the environment, like an elevator or a roller coaster.
Even if an app is designed primarily for physical locomotion, it’s possible to support artificial locomotion as well so people with limited space or mobility issues can experience the content.
Illustration of a user teleporting in a fully immersive experience.
Artificial locomotion types
Artificial locomotion in fully immersive experiences has multiple forms. Each form occurs either when there’s user input or when the virtual environment acts on the user’s avatar. In both cases, the camera will move. In this section, the most common forms of artificial locomotion are covered along with how and why users expect the camera to move.
Teleportation
Teleportation is a sudden change in perspective. Unlike other movements, it doesn't have to be continuous, which can help people sensitive to motion sickness.
Slide
Slide, also known as Avatar movement or Smooth Locomotion, involves users moving themselves or a character via an input. Allowing players to control their speed, direction, and camera orientation continuously.
Steering movement
With steering movement, the user is controlling artificial motion that continues to move without continuous input, such as driving a car. Typically, this kind of movement has inertia and momentum. Unlike avatar movement, steering movement prevents immediate starts, stops, or changes in direction. Examples include flight simulators and driving games. Scripted movement
Scripted movement is when the virtual camera moves along a predefined path of motion. Sometimes, but not always, the orientation of the camera is part of this movement. A few examples of scripted movement include roller coasters, theme park rides, trains, and cinematic camera moves. Environmental movement
Environmental movement is when movement occurs as a byproduct of where the user is, what they’re doing, or what else is going on in the virtual world. Examples include: Falling off a ledge, Moving platforms or elevators, Explosion or other forces that move the player, Being pushed, Sinking into water. World pulling
World pulling is when the user is stationary until they grab some point in the world and pull or push it. This action shifts the perspective as the world moves to follow the push or pull motion. A few examples include rock climbing, ladders, wall scaling, and zero-gravity movement.