Toward Intuitive Locomotion Techniques in VR: Fully Natural and Semi-Natural Interaction

This study evaluates the difference between two walking interactions, indicated as semi-natural and fully natural within virtual reality (VR) environments, focusing on navigating non-flat terrains, such as slopes and stairs, a scenario less explored in the existing literature. By comparing these interaction methods, we aim to determine if semi-natural interactions are generally well perceived and thus can provide a feasible and immersive alternative for users with mobility impairments, facilitating a more natural VR experience. Utilizing quantitative measures, such as task completion times, and incorporating an assessment questionnaire as a qualitative measure to estimate the perceived usability, our research aims to highlight the differences in user experience and efficiency between the two interaction styles.

Authors

Institutions

Publication Details

Published
2024-10-21
DOI
https://doi.org/10.1109/metroxraine62247.2024.10796346
Citations
2
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.74

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Toward Intuitive Locomotion Techniques in VR: Fully Natural and Semi-Natural Interaction

Marina Monti, Franca Giannini, Katia Lupinetti, Brigida Bonino et al.
2 citations
Virtual Reality Applications and Impacts
0.74
article

Toward Intuitive Locomotion Techniques in VR: Fully Natural and Semi-Natural Interaction

Marina Monti, Franca Giannini, Katia Lupinetti, Brigida Bonino, Emine Mine Thompson
article en
2 citations

Abstract

This study evaluates the difference between two walking interactions, indicated as semi-natural and fully natural within virtual reality (VR) environments, focusing on navigating non-flat terrains, such as slopes and stairs, a scenario less explored in the existing literature. By comparing these interaction methods, we aim to determine if semi-natural interactions are generally well perceived and thus can provide a feasible and immersive alternative for users with mobility impairments, facilitating a more natural VR experience. Utilizing quantitative measures, such as task completion times, and incorporating an assessment questionnaire as a qualitative measure to estimate the perceived usability, our research aims to highlight the differences in user experience and efficiency between the two interaction styles.

National Research Council (IT)
European Commission
Openalex Percentile: Top 26%
Virtual Reality Applications and Impacts
0.74
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.