Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation

Abstract Virtual reality (VR) is widely used in training, simulations, and industrial applications, yet effective locomotion remains challenging due to its impact on spatial orientation and cybersickness. This study investigates the effects of three locomotion methods—hand-tracking (HTR) with telepo...

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Main Authors: Petr Hořejší, Alena Lochmannová, Vojtěch Jezl, Matěj Dvořák
Format: Article
Language:English
Published: Nature Portfolio 2025-07-01
Series:Scientific Reports
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Online Access:https://doi.org/10.1038/s41598-025-12143-y
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author Petr Hořejší
Alena Lochmannová
Vojtěch Jezl
Matěj Dvořák
author_facet Petr Hořejší
Alena Lochmannová
Vojtěch Jezl
Matěj Dvořák
author_sort Petr Hořejší
collection DOAJ
description Abstract Virtual reality (VR) is widely used in training, simulations, and industrial applications, yet effective locomotion remains challenging due to its impact on spatial orientation and cybersickness. This study investigates the effects of three locomotion methods—hand-tracking (HTR) with teleportation, traditional VR controllers (CTR), and the mechanical interface Cybershoes (CBS)—on navigation performance, perceived usability, and cybersickness during navigation tasks in virtual mazes of three increasing difficulty levels. The experiment involved 15 participants (M = 22.6 years, SD = 1.64), performing a total of 9 trials each (3 methods × 3 mazes), resulting in 135 exposures overall. The HTR method had the longest average maze completion time (127 ± 54 s for the simplest maze), significantly longer compared to both CTR (52 ± 25 s, p < 0.01) and CBS (52 ± 22 s, p < 0.01). CBS showed comparable navigation performance to CTR, slightly outperforming CTR only in the most difficult mazes (108 ± 51 s vs. 115 ± 42 s, p < 0.05). Regarding usability, CTR received the highest ratings (SUS: 74.67 ± 18.52), followed by CBS (67.83 ± 24.07) and HTR (65.83 ± 22.22). However, CBS induced the highest cybersickness (2.9 ± 1.2), significantly higher than HTR (1.8 ± 0.9; p = 0.006), while CTR scored intermediate (2.3 ± 1.1). Results confirm that teleportation (HTR) minimizes cybersickness but negatively impacts spatial orientation. CBS support more efficient navigation in complex tasks but considerably increases cybersickness. Joystick locomotion (CTR) provides the best balance among navigation efficiency, usability, and user comfort. These findings contribute to optimizing locomotion strategies in VR applications.
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spelling doaj-art-58a3e3961d5747dfbfc69fedd9ea9e072025-08-20T03:42:35ZengNature PortfolioScientific Reports2045-23222025-07-0115111410.1038/s41598-025-12143-yVirtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigationPetr Hořejší0Alena Lochmannová1Vojtěch Jezl2Matěj Dvořák3Department of Industrial Engineering and Management, Faculty of Mechanical Engineering, University of West BohemiaXR Institute, s.r.o. (Extended Reality Institute)Department of Industrial Engineering and Management, Faculty of Mechanical Engineering, University of West BohemiaDepartment of Industrial Engineering and Management, Faculty of Mechanical Engineering, University of West BohemiaAbstract Virtual reality (VR) is widely used in training, simulations, and industrial applications, yet effective locomotion remains challenging due to its impact on spatial orientation and cybersickness. This study investigates the effects of three locomotion methods—hand-tracking (HTR) with teleportation, traditional VR controllers (CTR), and the mechanical interface Cybershoes (CBS)—on navigation performance, perceived usability, and cybersickness during navigation tasks in virtual mazes of three increasing difficulty levels. The experiment involved 15 participants (M = 22.6 years, SD = 1.64), performing a total of 9 trials each (3 methods × 3 mazes), resulting in 135 exposures overall. The HTR method had the longest average maze completion time (127 ± 54 s for the simplest maze), significantly longer compared to both CTR (52 ± 25 s, p < 0.01) and CBS (52 ± 22 s, p < 0.01). CBS showed comparable navigation performance to CTR, slightly outperforming CTR only in the most difficult mazes (108 ± 51 s vs. 115 ± 42 s, p < 0.05). Regarding usability, CTR received the highest ratings (SUS: 74.67 ± 18.52), followed by CBS (67.83 ± 24.07) and HTR (65.83 ± 22.22). However, CBS induced the highest cybersickness (2.9 ± 1.2), significantly higher than HTR (1.8 ± 0.9; p = 0.006), while CTR scored intermediate (2.3 ± 1.1). Results confirm that teleportation (HTR) minimizes cybersickness but negatively impacts spatial orientation. CBS support more efficient navigation in complex tasks but considerably increases cybersickness. Joystick locomotion (CTR) provides the best balance among navigation efficiency, usability, and user comfort. These findings contribute to optimizing locomotion strategies in VR applications.https://doi.org/10.1038/s41598-025-12143-yVirtual realityLocomotion methodsSpatial navigationCybersicknessUser experience
spellingShingle Petr Hořejší
Alena Lochmannová
Vojtěch Jezl
Matěj Dvořák
Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
Scientific Reports
Virtual reality
Locomotion methods
Spatial navigation
Cybersickness
User experience
title Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
title_full Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
title_fullStr Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
title_full_unstemmed Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
title_short Virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
title_sort virtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigation
topic Virtual reality
Locomotion methods
Spatial navigation
Cybersickness
User experience
url https://doi.org/10.1038/s41598-025-12143-y
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