Walking on Powered VR Shoes to Virtual Reality Motion

a User Experience Evaluation

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Abstract

Moving through immersive virtual reality (VR) is commonly achieved by physically walking in the real room or using other techniques like an omnidirectional treadmill or walk-in-place. Roomscale walking is most similar to normal walking but is limited by physical space. However, other techniques can cause user experience issues such as VR sickness, balance problems, and feeling unnatural. Newer locomotion techniques are available such as powered VR shoes, which are shoes with motorized treadmills underneath. While walking, the shoes drive the user backward and actively negate the forward velocity, reducing the needed physical space. Yet, there is little evidence of the effect of powered VR shoes on user experience, which part of this work addresses. Additionally, previous research shows mismatched VR motion (optical flow) can increase VR sickness, cognitive load, and break presence. However, full-gait locomotion studies often focus on the device, neglecting optical flow, and what is the best body part to control optical flow direction is still an open question. Therefore, we first developed a novel algorithm to convert leg-based walking to optical flow while walking on VR shoes, which may also be used for other full-gait locomotion techniques. We conducted a study with 20 participants to find which of four optical flow implementations, differing in VR motion direction, resulted in the best user experience. These direction conditions were based on body-mounted trackers: i) head orientation, ii) hip orientation, iii) standing foot velocity direction, and iv) average orientation of both feet. Head-oriented walking resulted in a significantly worse user experience compared to other conditions, with no significant differences among any other conditions. Additionally, we found no effect of optical flow on VR sickness, Mental Effort, and Presence, contrary to previous studies, but instead significant differences in Ease of Use, Input responsiveness, and Appropriateness, and indication that other user experience factors might be impacted more. Finally, we discovered that walking on VR shoes, although not completely comfortable and natural, was learnable within 10 minutes for all participants under 60 years old.

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