Locomotion types
Locomotion refers to movement or the ability to move in real/virtual space. It’s one of the main topics to consider for any immersive application, and there are several ways it can be done.
On this page, we introduce the two main types of locomotion: physical and artificial locomotion, and provide some examples of artificial locomotion.
Physical locomotion
Artificial locomotion
Physical locomotion is when movement in the virtual world is controlled by movement in the physical world. For example, you can 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, a concept 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, will this move the virtual camera into solid geometry like walls, decorations, or characters?
Visual of a user standing in the play area.
Artificial locomotion occurs 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 using artificial locomotion is necessary or useful. The most common use of artificial locomotion is to enable people to move through virtual environments that are larger than their physical play space. 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, such as 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, allowing people with limited space or mobility issues to 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, some common forms of artificial locomotion are introduced:
Teleportation
Teleportation involves a sudden change in perspective. This method is beneficial for individuals who are sensitive to motion sickness, as it eliminates the continuous motion that can trigger discomfort. (e.g. Meta Horizon Worlds) Slide
Slide, also known as Smooth locomotion, allows users to move themselves or a character smoothly via an input. This method provides players with the ability to control their speed, direction, and camera orientation in a continuous manner. (e.g. Meta Horizon Worlds) Freeform grab locomotion
Unrestricted movement in three-dimensional space allows seamless navigation through virtual environments. This locomotion offers an unparalleled sense of freedom. As you grab and pull, the world moves, rotates, and scales with your motion, altering your perspective. Examples include productivity apps and world scaling games. (e.g. Demeo) Embodied physics locomotion
Embodied physics locomotion describes a method of navigating the virtual world by using the avatar's hands, arms or virtual gear to locomote through the environment. Examples of this type of locomotion include climbing, diving, arm-swinging, and grabbing objects to propel yourself forward. (e.g. Gorilla Tag) Steering locomotion
Steering locomotion simulates navigating a vehicle using virtual inputs like steering wheels, throttles, and joysticks. This movement style adds weight and momentum, making each turn and adjustment feel significant. Examples include automobile, ship, plane, tank, mech etc. (e.g. Flight 74) Path locomotion
Path locomotion is when the virtual camera moves along a predefined path. Sometimes, but not always, the orientation of the camera is part of this movement. A few examples of path locomotion include roller coasters, trains, hotspots, and cinematic camera moves. (e.g. Waltz of the Wizard, Telepath) Forced locomotion
Forced locomotion is a type of movement that is triggered by the virtual environment, rather than user input. This can include falling, being pushed or pulled by external forces, or being affected by environmental factors like falling, pushed or sinking into water. (e.g. BONELAB) Explore more!
For further exploration into locomotion techniques, visit the Locomotion Vault, a comprehensive resource for exploring various locomotion methods.