Comfortable amplified locomotion in room-scale virtual reality: a counter-moving floor, stance-based translation gain, and a jump amplified within the real flight time

Room-scale virtual reality is limited by the size of the real room. Translation gain lets a small room hold a larger virtual space, but it commonly causes discomfort. This technical disclosure describes methods, usable separately or together, that make amplified locomotion comfortable in a play space of about 2 x 2 m: (1) a counter-moving floor ("travelator") that moves the floor pattern under the user by exactly the distance the amplification adds, so the near ground passes at the real walking speed; (2) stance-based translation gain, which amplifies only a floor point that moves on genuine relocation, so bending and leaning are not amplified; (3) a trampoline floor and pads that dip and spring under the user's feet; (4) a jump drawn higher than the real jump, whose rise lasts exactly the real flight time and whose fall takes a short, fixed interval after the real landing. Implemented in a room-scale VR game developed by Ridiculus (Unity, Meta Quest 3/3S), September 2026. Published to make these methods freely available.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-09-30
DOI
https://doi.org/10.5281/zenodo.23066307
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Comfortable amplified locomotion in room-scale virtual reality: a counter-moving floor, stance-based translation gain, and a jump amplified within the real flight time

Kaan Ertenli
Zenodo (CERN European Organization for Nuclear Research)
Virtual Reality Applications and Impacts
article

Comfortable amplified locomotion in room-scale virtual reality: a counter-moving floor, stance-based translation gain, and a jump amplified within the real flight time

Kaan Ertenli
article en

Abstract

Room-scale virtual reality is limited by the size of the real room. Translation gain lets a small room hold a larger virtual space, but it commonly causes discomfort. This technical disclosure describes methods, usable separately or together, that make amplified locomotion comfortable in a play space of about 2 x 2 m: (1) a counter-moving floor ("travelator") that moves the floor pattern under the user by exactly the distance the amplification adds, so the near ground passes at the real walking speed; (2) stance-based translation gain, which amplifies only a floor point that moves on genuine relocation, so bending and leaning are not amplified; (3) a trampoline floor and pads that dip and spring under the user's feet; (4) a jump drawn higher than the real jump, whose rise lasts exactly the real flight time and whose fall takes a short, fixed interval after the real landing. Implemented in a room-scale VR game developed by Ridiculus (Unity, Meta Quest 3/3S), September 2026. Published to make these methods freely available.

Zenodo (CERN European Organization for Nuclear Research)
Sustainable cities and communities
Openalex Percentile: Top 9%
Virtual Reality Applications and Impacts
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Comfortable amplified locomotion in room-scale virtual reality: a counter-moving floor, stance-based translation gain, and a jump amplified within the real flight time — Kaan Ertenli · Zenodo (CERN European Organization for Nuclear Research) (2026) | TGRS Research Map | TGRS