VR Locomotion Ideas

VR locomotion is an integral part of the technology as the user often has to look around and shift their viewpoints in such environments. There are four main prevalent VR locomotion techniques which are motion based, teleportation, room-scale based, controller-based as well as teleportation based methods. In recent years however, many different new locomotion techniques have been introduced and are gaining traction. These techniques are mostly a variant on motion based locomotion techniques such as walking in place, one of these being omnidirectional treadmills, which helps the user to simulate VR locomotion in real life. The new Virtuix Omni One treadmill is an example of such a treadmill, which allows the user to simulate any motion and move in different directions, keeping the user in a restricted area while allowing them the perception of free movement. Unlike normal treadmills which has set speeds for the user to run on, omnidirectional treadmills involve adjusting to the user’s speed to create an immersive experience.

Another alternative to walking in place is trunk based locomotion techniques, which are based on trunk motion capture in two degrees of freedom physically leaning in or leaning back. By physically leaning, studies found that spatial representation of the virtual environment is much more accurate(https://ijvr.eu/article/view/3183 . Building on this, perhaps chairs which lean forward as the player accelerates and backwards as he decelerates or tilting left and right would also help the player reduce motion sickness. This definitely would be much easier to engineer as compared to a omnidirectional treadmill with only four directions to take into account. With a chair based locomotion technique, the player also doesn’t need to physically stand up to move around the room and physical space won’t be an issue anymore. However, a potential drawback could be on simulating a sharp turn of the head in the chair with lesser amount of directions.

In conclusion, VR is a field with many uses and applications and as such VR locomotion is still a field that has the potential for great advances which will greatly improve the viability of VR.

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