Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
August 15, 2025 Β· Declared Dead Β· π Proc. ACM Hum. Comput. Interact.
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Authors
Sebastian Cmentowski, Fabian Kievelitz, Jens KrΓΌger
arXiv ID
2508.11314
Category
cs.HC: Human-Computer Interaction
Citations
9
Venue
Proc. ACM Hum. Comput. Interact.
Last Checked
4 months ago
Abstract
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.
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