Elden VR: Reducing Motion Sickness in Virtual Reality Melee Combat

Fast-paced action games rely on high-motion avatar actions such as dodge rolls, knockdowns, and high-speed locomotion. In VR, presenting these actions from a first-person viewpoint can induce motion sickness when the camera moves in ways the user’s body does not. Prior out-of-body and hybrid-perspective VR research shows that decoupling the viewpoint from the avatar can reduce discomfort, but focus on locomotion or isolated actions. To bring research closer to real-life application, we contribute a hybrid first-/third-person VR viewpoint control method for melee combat, a complex use case involving locomotion, dodge rolls, and stagger/knockdown reactions. We display high-motion actions in third person while keeping the user’s head-tracked viewpoint stable, and teleport the viewpoint before and/or after the action. We evaluated the system in two experiments. Experiment 1 was an exploratory qualitative evaluation (N=27). Experiment 2 was a quantitative within-subjects comparison of motion sickness with respect to a first-person baseline (N=20). The results suggest that our approach successfully reduces motion sickness and appears suitable for short actions such as dodge rolls and staggers, while longer locomotion sequences may introduce trade-offs around embodiment and agency. Overall, our work offers a novel design reference for using hybrid perspectives in high-motion VR gameplay.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831339
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Elden VR: Reducing Motion Sickness in Virtual Reality Melee Combat

Yu‐Jung Liu, Perttu Hämäläinen, Markus Kirjonen, S A Ahmed et al.
Proceedings of the ACM on Human-Computer Interaction
Virtual Reality Applications and Impacts
article

Elden VR: Reducing Motion Sickness in Virtual Reality Melee Combat

Yu‐Jung Liu, Perttu Hämäläinen, Markus Kirjonen, S A Ahmed, Supriya Dutta, Esko Evtyukov
article en

Abstract

Fast-paced action games rely on high-motion avatar actions such as dodge rolls, knockdowns, and high-speed locomotion. In VR, presenting these actions from a first-person viewpoint can induce motion sickness when the camera moves in ways the user’s body does not. Prior out-of-body and hybrid-perspective VR research shows that decoupling the viewpoint from the avatar can reduce discomfort, but focus on locomotion or isolated actions. To bring research closer to real-life application, we contribute a hybrid first-/third-person VR viewpoint control method for melee combat, a complex use case involving locomotion, dodge rolls, and stagger/knockdown reactions. We display high-motion actions in third person while keeping the user’s head-tracked viewpoint stable, and teleport the viewpoint before and/or after the action. We evaluated the system in two experiments. Experiment 1 was an exploratory qualitative evaluation (N=27). Experiment 2 was a quantitative within-subjects comparison of motion sickness with respect to a first-person baseline (N=20). The results suggest that our approach successfully reduces motion sickness and appears suitable for short actions such as dodge rolls and staggers, while longer locomotion sequences may introduce trade-offs around embodiment and agency. Overall, our work offers a novel design reference for using hybrid perspectives in high-motion VR gameplay.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Engineering Arts (United States) (US), Aalto University (FI)
Openalex Percentile: Top 11%
Virtual Reality Applications and Impacts
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Elden VR: Reducing Motion Sickness in Virtual Reality Melee Combat — Yu‐Jung Liu, Perttu Hämäläinen, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS