Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing
Tanja Koji\'c, Nathan Kirchner, Maurizio Vergari, Maximilian Warsinke, Sebastian M\"oller, Jan-Niklas Voigt-Antons

TL;DR
This study examines how height perception and user stance in virtual climbing environments affect user experience, revealing that stance influences immersion and motion sickness, with seated users experiencing higher immersion but more discomfort.
Contribution
It provides new insights into how height perception and user stance impact immersion and discomfort in VR climbing scenarios, informing design for better user experience.
Findings
Seated users reported higher immersion levels.
Standing users experienced less motion sickness.
Environment complexity affected seated users' immersion and discomfort.
Abstract
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants' UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism, as well as the SSQ to evaluate…
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Taxonomy
TopicsVirtual Reality Applications and Impacts · Spatial Cognition and Navigation · Tactile and Sensory Interactions
