User goals
Move forward continuously at speed without triggering simulation sickness
Interaction
- The user hold one arm extended in front of them with a controller in the hand
- They then swing the arm down and back along the side of the their body, often whilst pressing the trigger or other convenient button on the controller
- The other arm is swing up in the opposite direction and then pulled back down with the trigger pressed
- The two arms work in a co-ordinated rhythm to control the speed and smoothness of the movement
Good
- The method was designed into games like Sprint Vector to reduce the the negative affect of VR sickness
- It triggers some degree of movement within the body
- It has benefits for experiences designed to provide exercise for users
Bad
- Our research shows it does not work reliably in terms of reducing VR sickness. Many users who are prone to this will start to feel nauseous very quickly
- The technique requires timing and rhythm so is not recommended for experiences where movement should not pose any challenge or learning curve
- It can be tiring for prolonged movement (but in games this is often the goal)
- It can break the immersion, as despite trying to simulate the mechanics of walking, it does not really feel like walking and often requires a lot of cognitive demand and focus to execute the movement correct, particularly in terms of timing the button presses.
Linked to: Simple Teleporting
Examples
Sprint Vector: Using arm swinging movements to move forward at variable speeds