Hoverboard: A Leap to the Future of Locomotion in VR!?
Abstract
Locomotion in virtual reality (VR) remains challenging due to limitations of common input methods. Sedentary input devices may endanger immersion, real-to-virtual world perception dissonance can lead to simulator sickness, and physical input devices such as framed walking dishes are often complex and expensive. We present a low-cost, easy to use, easy to manufacture, and easily portable device for locomotion in VR based on a hoverboard metaphor. Building on related work and our own iterative VR locomotion system designs we hypothesize that hoverboarding can provide a compelling and intuitive method for short- and long-distance locomotion in VR with a potential to reduce simulator sickness due to consistent and stable locomotion that corresponds well to the physical proprioception of the users while navigating VR. We discuss design iterations of our device prototypes, promising results from an early explorative evaluation, as well as ongoing continued work.
Keywords
Locomotion Virtual Reality (VR) Motion-based control Natural user interface Hoverboard Leaning Whole-body interface GamingNotes
Acknowledgments
This research is partially funded by the German Federal Ministry of Education and Research (BMBF). We thank the University of Bremen Spiele AG for support with the latest prototype.
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