Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games
Sebastian Cmentowski, Fabian Kievelitz, Jens Kr\"uger

TL;DR
This paper introduces a novel augmented-walking technique for VR that extends walking range without causing cybersickness, by using a virtual tunnel with strategic visual cues to hide acceleration effects.
Contribution
The paper presents a new augmented-walking method using a virtual tunnel that maintains user comfort and presence while allowing extended movement in VR environments.
Findings
Avoids cybersickness with the tunnel design
Enhances physical activity during VR use
Preserves user presence in virtual environments
Abstract
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the…
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