Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games

Fuente: arXiv
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Hauptverfasser: Cmentowski, Sebastian, Kievelitz, Fabian, Krüger, Jens
Format: Preprint
Veröffentlicht: 2025
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_version_ 1866913993263677440
author Cmentowski, Sebastian
Kievelitz, Fabian
Krüger, Jens
author_facet Cmentowski, Sebastian
Kievelitz, Fabian
Krüger, Jens
contents The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.
format Preprint
id arxiv_https___arxiv_org_abs_2508_11314
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
Cmentowski, Sebastian
Kievelitz, Fabian
Krüger, Jens
Human-Computer Interaction
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.
title Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
topic Human-Computer Interaction
url https://arxiv.org/abs/2508.11314