Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality

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ORIGINAL ARTICLE

Effects of steering locomotion and teleporting on cybersickness and presence in HMD‑based virtual reality Jeremy Clifton1 · Stephen Palmisano1  Received: 5 July 2019 / Accepted: 26 October 2019 © Springer-Verlag London Ltd., part of Springer Nature 2019

Abstract While head-mounted display-based virtual reality (VR) can produce compelling feelings of presence (or “being there”) in its users, it also often induces motion sickness. This study compared the presence, cybersickness and perceptions of selfmotion (or “vection”) induced when using two common methods of virtual locomotion: steering locomotion and teleporting. In four trials, conducted over two separate days, 25 participants repeatedly explored the “Red Fall” virtual environment in the game Nature Treks VR for 16 min at a time. Although steering locomotion was found to be more sickening on average than teleporting, 9 participants reported more severe sickness while teleporting. On checking their spontaneous postural activity before entering VR, these “TELEsick” participants were found to differ from “STEERsick” participants in terms of their positional variability when attempting to stand still. While cybersickness was not altered by having the user stand or sit during gameplay, presence was enhanced by standing during virtual locomotion. Cybersickness was found to increase with time in trial for both methods of virtual locomotion. By contrast, presence only increased with time in trial during steering locomotion (it did not vary over time when teleporting). Steering locomotion was also found to generate greater presence for female, but not male, participants. While there was not a clear advantage for teleporting over steering locomotion in terms of reducing cybersickness, we did find some evidence of the benefits of steering locomotion for presence. Keywords  Motion sickness · Cybersickness · Virtual reality · Head-mounted display · Presence

1 Introduction With the release of more affordable, consumer-friendly head-mounted displays (HMDs), such as the Oculus Rift and the HTC Vive, virtual reality (VR) has received widespread interest in both the media and general population (Munafo et al. 2017). This technology provides the user with multimodal, interactive sensory feedback which can generate an experience of being transported to a virtual world that feels real (Skarbez et al. 2017). Its ability to generate compelling feelings of presence (or “being there”) distinguishes immersive VR from other contemporary forms of media and increases the extent to which the user responds realistically to the virtual environment (Cummings and Bailenson 2016; Schubert et al. 2001). For this reason, VR appears to be ideal for training individuals in tasks that are too difficult, * Stephen Palmisano [email protected] 1



School of Psychology, University of Wollongong, Wollongong, NSW 2522, Australia

dangerous or expensive to be conducted in the real world (such as training military personnel and astronauts; Bhagat et al. 2016; Lawson 2015; Liu et al. 2