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

dc.contributor.authorHořejší, Petr
dc.contributor.authorLochmannová, Alena
dc.contributor.authorJezl, Vojtěch
dc.contributor.authorDvořák, Matěj
dc.date.accessioned2026-03-20T19:05:39Z
dc.date.available2026-03-20T19:05:39Z
dc.date.issued2025
dc.date.updated2026-03-20T19:05:39Z
dc.description.abstractVirtual 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.en
dc.format14
dc.identifier.document-number001533037400044
dc.identifier.doi10.1038/s41598-025-12143-y
dc.identifier.issn2045-2322
dc.identifier.obd43947196
dc.identifier.orcidHořejší, Petr 0000-0002-5810-2494
dc.identifier.orcidLochmannová, Alena 0000-0001-7822-0204
dc.identifier.orcidJezl, Vojtěch 0009-0009-9428-6233
dc.identifier.orcidDvořák, Matěj 0009-0002-7306-0453
dc.identifier.urihttp://hdl.handle.net/11025/67322
dc.language.isoen
dc.project.IDSGS-2024-032
dc.relation.ispartofseriesScientific Reports
dc.rights.accessA
dc.subjectvirtual realityen
dc.subjectlocomotion methodsen
dc.subjectspatial navigationen
dc.subjectcybersicknessen
dc.subjectuser experienceen
dc.titleVirtual reality locomotion methods differentially affect spatial orientation and cybersickness during maze navigationen
dc.typeČlánek v databázi WoS (Jimp)
dc.typeČLÁNEK
dc.type.statusPublished Version
local.files.count1*
local.files.size1873156*
local.has.filesyes*
local.identifier.eid2-s2.0-105011207714

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