Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing

Fuente: arXiv
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Main Authors: Kojić, Tanja, Kirchner, Nathan, Vergari, Maurizio, Warsinke, Maximilian, Möller, Sebastian, Voigt-Antons, Jan-Niklas
Format: Preprint
Published: 2026
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author Kojić, Tanja
Kirchner, Nathan
Vergari, Maurizio
Warsinke, Maximilian
Möller, Sebastian
Voigt-Antons, Jan-Niklas
author_facet Kojić, Tanja
Kirchner, Nathan
Vergari, Maurizio
Warsinke, Maximilian
Möller, Sebastian
Voigt-Antons, Jan-Niklas
contents Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants' UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism, as well as the SSQ to evaluate motion sickness symptoms such as nausea, oculomotor strain, and disorientation. Results indicate that seated participants experienced slightly higher immersion but were also more susceptible to motion sickness compared to those standing. While standing participants maintained consistent scores across different environments, seated participants reported increased immersion and discomfort as the VEs became larger, more physically demanding, and visually complex.
format Preprint
id arxiv_https___arxiv_org_abs_2602_23500
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing
Kojić, Tanja
Kirchner, Nathan
Vergari, Maurizio
Warsinke, Maximilian
Möller, Sebastian
Voigt-Antons, Jan-Niklas
Human-Computer Interaction
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants' UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism, as well as the SSQ to evaluate motion sickness symptoms such as nausea, oculomotor strain, and disorientation. Results indicate that seated participants experienced slightly higher immersion but were also more susceptible to motion sickness compared to those standing. While standing participants maintained consistent scores across different environments, seated participants reported increased immersion and discomfort as the VEs became larger, more physically demanding, and visually complex.
title Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing
topic Human-Computer Interaction
url https://arxiv.org/abs/2602.23500