Virtual climbing: climb in place with four limbs

This paper presents the development of a virtual climbing application using commercially available virtual reality (VR) equipment. The application enables users to simulate climbing a virtual wall with their hands and feet while remaining physically grounded. In contrast to real climbing, where climbers support their bodies by gripping and stepping on holds, the virtual environment requires users to maintain postural balance with one foot suspended in midair. This discrepancy highlights a fundamental difference in the motion dynamics between real and virtual experiences. This study analyzed this inconsistency and proposed methods to enhance the sensation of natural climbing in VR. The experimental results revealed that the application provided an accessible and enjoyable experience, allowing users to perform climbing-like movements using both hands and feet. However, their sense of climbing realism and feelings of strangeness varied individually. The mismatch in motion coordination did not significantly impair realism and enjoyment; however, the absence of tactile feedback—specifically, the sensation of force through the hands and feet—resulted in perceptual gaps for users. This paper also describes climbing movements that cannot be performed during virtual climbing in place and discusses potential solutions. These findings offer valuable insights into improving realism and enjoyment in VR-based climbing simulations.

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Publication Details

Journal
Frontiers in Virtual Reality
Published
2026-02-23
DOI
https://doi.org/10.3389/frvir.2026.1764455
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Virtual climbing: climb in place with four limbs

Shoichi Kimura, Takashi Mitsuda
Frontiers in Virtual Reality
Virtual Reality Applications and Impacts
article

Virtual climbing: climb in place with four limbs

Shoichi Kimura, Takashi Mitsuda
article en

Abstract

This paper presents the development of a virtual climbing application using commercially available virtual reality (VR) equipment. The application enables users to simulate climbing a virtual wall with their hands and feet while remaining physically grounded. In contrast to real climbing, where climbers support their bodies by gripping and stepping on holds, the virtual environment requires users to maintain postural balance with one foot suspended in midair. This discrepancy highlights a fundamental difference in the motion dynamics between real and virtual experiences. This study analyzed this inconsistency and proposed methods to enhance the sensation of natural climbing in VR. The experimental results revealed that the application provided an accessible and enjoyable experience, allowing users to perform climbing-like movements using both hands and feet. However, their sense of climbing realism and feelings of strangeness varied individually. The mismatch in motion coordination did not significantly impair realism and enjoyment; however, the absence of tactile feedback—specifically, the sensation of force through the hands and feet—resulted in perceptual gaps for users. This paper also describes climbing movements that cannot be performed during virtual climbing in place and discusses potential solutions. These findings offer valuable insights into improving realism and enjoyment in VR-based climbing simulations.

Frontiers in Virtual RealityVol. 7
Ritsumeikan University (JP)
Japan Society for the Promotion of Science
Openalex Percentile: Top 53%
Virtual Reality Applications and Impacts
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