Mission Climbossible - a study of immersive vertical locomotion …1467015/... · 2020. 9. 14. ·...
Transcript of Mission Climbossible - a study of immersive vertical locomotion …1467015/... · 2020. 9. 14. ·...
INOM EXAMENSARBETE MEDIETEKNIK,AVANCERAD NIVÅ, 30 HP
, STOCKHOLM SVERIGE 2020
Mission Climbossible - a study of immersive vertical locomotion in impossible spaces for virtual reality
HEDVIG REUTERSWÄRD
KTHSKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP
Mission Climbossible - a study of immersive verticallocomotion in impossible spaces for virtual reality
Hedvig ReuterswärdThe Royal Institute of Technology
Stockholm, Sweden
ABSTRACTAbstractIn recent years, the edges between reality and virtual reality
have been further smudged as today’s software and hardware
allows for wireless immersive experiences. In an attempt to
solve locomotion as the last piece of the puzzle of perfect-
ing immersive virtual realities, impossible spaces have been
developed to support natural locomotion. This in-between
subject study investigated the effects of the combination of
climbing and free walking on immersion in an impossible
space environment with 20 participants. Users tended to
greatly underestimate the distance climbed (which contra-
dicts a previous study), concentrate, lose track of time, de-
scribe their experience more positively and differently than
the controls group. Signs of spatial, emotional, cognitive and
tactical immersion were shown in aspects of concentration,
time, feelings of freedom, narrative, presence, safety, mental
stimulation and locomotion user strategies to name a few.
Minimal cues may have been present while future studies
might fully confirm and define the immersive potential of
vertical locomotion in impossible spaces.
SammanfattningDe senaste årens utveckling har fortsatt sudda ut kanterna
mellan verklighet och virtuell verklighet då dagens teknik
stödjer trådlösa immersiva verkligheter. I ett försök att lösa
locomotion som det sista biten av pusslet för att göra virtuella
verkligheter perfekta har s.k impossible spaces utvecklats för
att stödja naturlig locomotion. Den här A/B-gruppsstudien
undersökte effekter på immersion med kombinationen av
naturlig och vertikal locomotion i en impossibel space miljö
med 20 deltagare. Användare tenderade att grovt underskatta
längden de klättrade (vilket motsäger en tidigare studie),
koncentrera sig, tappa tidsuppfattningen, beskriva deras up-
plevelsen mer positivt och anorlunda än kontrollgruppen.
Tecken på rumslig, emotionell, kognitiv och taktil immersion
visade sig i form av koncentration, tid, känslor av frihet, nar-
rativ, närvaro, säkerhet, mental stimulation och locomotion-
användarstrategier för att nämna några. Minimala element
kan ha uppnåtts medan framtida studies kan bekräfta och
definiera den immersiva potentialenmed vertikal locomotion
i impossibel spaces till fullo.
KEYWORDSVirtual Reality. Human-Computer Interaction. Virtual en-
vironment. Virtual Reality. Immersion. Locomotion. Natu-
ral locomotion. Vertical locomotion. Climbing. Motion mea-
surement. Player experience. Game experience. Navigation.
Human-centered computing.
1 INTRODUCTIONAlready in 1965, virtual reality was predicted to have the
potential of being the Wonderland of Alice with proper im-
plementation [51]. In recent years, the growing possibilities
with virtual reality have made it possible to further smudge
the edges between reality and virtuality [16]. Virtual reality
headsets have been developed to support more and more
advanced interactions and can now provide a more seam-
less experience of virtual reality [16]. These so-called Head-
Mounted Displays (HMDs) can be used freely by the user
that controls the position and view by moving their head to
look in all directions. Previous generations of HMDs allowed
only for rotation of the head but with the rise of popular
headsets such as Oculus Rift and HTC Vive tracking of the
heads position is provided [7]. These systems implement
what is called six Degrees-of-freedom (D-O-F) which refers
to 3 coordinate variables with 3 rotational angles [40]. In
that way, the first person perspective technique supports
a responsive and unrestricted experience. Due to this free
nature, virtual reality applications are applicable to explore
by moving your whole body such as normal walking [7].
Subsequently, one of the major technical concerns with vir-
tual reality has been that it is inconvenient that the user is
electronically tethered with wires to the headset from the
machine that drives it [8]. This has been solved with the
development of completely wireless headsets such as Oculus
Quest and HTC Focus that can be used on its own [12].
Nevertheless, large virtual environments are difficult to
explore by foot due to the often limited space the user has
available[7]. While there have been advances in virtual re-
ality regarding wireless and free axis rotation and position,
there still exists a complication regarding free movement
in virtual reality. Even if the user might be able to rotate
and traverse freely, their surroundings are often more re-
stricted when it comes to the available physical space. Large
1
virtual environments cannot be explored freely by foot if the
physical space does not amount to the virtual in size. How a
user self-propelled moves in the virtual is a technique called
locomotion [7].
There have been many approaches to implement loco-
motion in virtual reality to combat this problem where the
physical and virtual space is not spatially equal, limiting the
experience. In the past, both hardware or software have been
used to implement different locomotion techniques. Methods
that involve adding hardware in the form of omnidirectional
treadmills, footpads and rotating parts are often very expen-
sive, bulky and intricate in installation and aims to extend
the available physical space [15; 29]. Studies have shown that
just moving freely without the use of hardware feels more im-
mersive than using controllers or additional hardware such
as the Virtusphere . Software solutions for locomotion have
therefor been used which require less technology, set up for
the user and are less fatiguing. With the help of controllers,
the user traverses in the virtual world while being relatively
still in real-life. There exist different artificial locomotion
techniques which both allow for movement in the horisontal
and vertical space. For clarity, techniques such as climbing,
usage of elevators and stairs can be referred to as verticallocomotion which aims to move the user vertically [4]. Due
to the stationary nature of artificial locomotion, these loco-
motion techniques are called artificial locomotion. In contrast
to free walking which is referred to as natural locomotion,artificial locomotion can produce motion sickness in its users
and reduces immersion[4].
Subsequently, the art of perfecting immersive locomotion
has not yet been mastered. As free walking allows for the
highest immersion, the spatial differences in virtual and phys-
ical worlds are problematic [16]. Here enters the concept of
impossible spaces. In order to maximise the physical area, a
way to develop for higher immersion has been proposed. The
structure of an impossible space re-uses the physical space
by redirecting the user away from the limits of the physical
available space. This creates an illusion of a never-ending
space that produces a more seamless and immersive virtual
reality experience [16].
In recent years, studies of these relatively new virtual
design concepts of impossible spaces have been made into
exploring how natural locomotion affects perception and
experience of impossible spaces [49]. As these architectural
layouts are built as a solution for providing a suitable en-
vironment to natural locomotion, there has not been that
much research into the limits of locomotion techniques in-
side impossible spaces and there is more knowledge to gain
in understanding the experiences and limitations of impossi-
ble spaces.
1.1 Research questionThe aim of this thesis study is therefore to determine any
limits to the natural locomotion impossible space with a
vertical locomotion technique. The study would investigate
how you come to use impossible spaces by combining free
locomotion with vertical. In extent, this could show if ver-
tical locomotion in that sort of space can be added without
affecting the immersion of the virtual reality space.
How does combining vertical and natural locomotion in animpossible space affect immersion in virtual reality?
1.2 DelimitationsSoftware-wise, only one vertical locomotion technique will
be investigated together with natural locomotion in this
study as analyzing many different vertical locomotion tech-
niques would demand more time and resources than the
scope of the thesis. Therefore, one vertical locomotion tech-
nique will be chosen to go forward and implemented. More-
over, no more components and elements needed for testing
will be implemented in the environment. In regards to the
impossible space, only the self-overlapping functionality will
be included in the prototype. No other content than the lo-
comotion and space algorithms itself will be added unless
needed to apply some form of purpose to exploring the lo-
comotion in the virtual environment for the clarity of tasks
and instructions. That is to say, the virtual environment will
solely function for the scope of the testing of the research
question.
Hardware-wise, the test platform will be restricted to one
HMD model as support for more platforms are unnecessary
for the study test design.
2 THEORY AND RELATEDWORKSRelevant concepts and studies will be described below. In
large, related experiments made in the area of locomotion
will be focused on in conjunction with impossible spaces
that is the context that sets the scope of the research area
question. The different aspects of so-called immersion will
be presented.
2.1 Immersion and presenceWords that are often deeply connected to studying virtual
reality are immersion and presence. The layman’s defini-
tion of the word immersion is defined by the Oxford Dictio-
nary as "immersion (in something) the act of putting some-
body/something into a liquid, especially so that they or it are
completely covered; the state of being covered by a liquid"
and "immersion (in something) the state of being completely
involved in something" (Oxford University Press, 2020) [1].
In the field, there exist different definitions to describe the
2
relationship between immersion, presence and virtual real-
ity.
An early definition by Slater states that immersion is a level
of sensory that a virtual environment system can provide
while presence is the user-dependent responses to the sys-
tem. In that way, immersion is defined by the technology
in the form of display and rendering and is objective. In
contrast, presence is subjective and based on the psycho-
logical responses and depends on different factors such as
experience, history, state of mind, etc. Aspects that deal with
immersion would for instance be display resolution, field of
view, the realism of lighting, frame rate, rendering quality.
Specifically, presence would entail feelings on "being there"
and bring about feeling that would emerge in real-life in
similarly resembling situations. Other impressions that deal
with emotions, involvement and interest are separate from
these terms and are defined as the content of the experience
[44].
Another definition describe immersion as a sense of spatially
being present in the virtual reality environment and being
disconnected from time and space in real-life as immersion
[17]. Moreover, presence has also been used to measure how
effective virtual reality environments are and in this sense
would describe the extent of the feelings of "being there"
would be but also includes interaction, environmental fac-
tors, etc. of the subjective individual experience [60].
The Slater definition does not consider the emotional as-
pect of an experience, the latter and the former does not
entail what both presence and immersion exist of. Another
definition of the word is given by Björk and Holopainen.
According to them, immersion can entail four different cate-
gories: spatial, emotional, tactical and cognitive immersion.
These deal with matters of how convincing the environment
is, how emotionally invested the user is in terms of narration,
sensory feedback and mental challenge. Spatial immersiondepends on the user’s perception that the simulated world
feels real and they really are "there". Emotional immersiondeals with user involvement and investment in the story
and narrative. Tactical immersion is sensory-motoric and is
associated with actions that are rhythm-based and naturally
repetitive. In particular, this would be actions in conjunc-
tion with rhythm-based stimuli such as visual, auditory or
sensory in the form of music, representation of objects, etc.
Lastly, Cognitive immersion can occur with different levels
of mental challenges. Strategic immersion like this is asso-
ciated with decision-making in a goal-based scenario that
could be independent of the physical world [3]. Some of the
previously mentioned definitions fall short and do not sum
up the spectra of a virtual reality experience whether it is
effective or not. In particular, what Slater calls the content of
the experience could fall into the categories of the emotional
immersion in [3]. Additionally, not all aspects of virtual re-
ality seem to be the only way of creating immersive virtual
reality as studies have shown that not all parameters of vir-
tual reality experiences are equally important. For instance,
realism has been shown to be inferior to frame rate, inter-
action, sound, head tracking and so-called "minimal cues"
details howminimal certain elements can be in order to bring
about feelings of presence [42]. In that way, many aspects
need to be taken into consideration. On the topic of realism,
studies have argued that realism should not be taken into
consideration in virtual environments that are abstract or do
not resemble real-life [6]. Clearly, there are many different
opinions on the area of immersive virtual reality. For the
purpose of this thesis, the definition of immersion will be
characterised by the definition of Björk and Holopainen as
this provides the most versatile application. The meaning of
the word presence as in the presence questionnaire used in
the method (See section 3) will be used in coherence with
other tests to provide a fuller basis for the thesis. The word
presence will entail the feeling of spatially being there as
spatial immersion in Björk and Holopainen’s definition.
2.2 Wireless headsetsThere are two different kinds of tracking used in virtual
reality optical systems. The first is called outside-in which
uses sensors and systems outside of the headset [41]. For
example, it can use using room-scaling and outside trackers
with cameras or beacons [16]. Contrary to this, a inside-outconfiguration has its sensors inside of the headset. Thus,
inside-out tracking systems can be wireless. By attaching
cameras or multiple other sensors to the target and uses
scanning of rotating mirrors or cameras inside-out headsets
measure both orientation and position in the room. They
often render in higher resolution and produce more accurate
values of position than outside-in systems [41]. Headsets
such as Oculus Go. Oculus Quest and HTC Focus are called
stand-alone systems since they are wireless and requires no
external trackers or computers to run it. The newly released
Oculus Quest has 6 D-O-F similar to the HTC Focus which
makes it possible to track it with all three axes of positions
and rotation to keep track of not only sitting or standing
but also moving around freely [12]. In that way, it is very
natural to use these HDMs by using your whole body as the
tracking follows your first-person perspective. Completely
free movement like infinite free walking is consequently
possible in theory but in practice becomes troublesome as
exploring a vast virtual environment is hard to map directly
onto a smaller limited physical area [7].
3
2.3 LocomotionThis spatial problem of the difference in the user’s physical
space compared to the virtual space is tackled by the con-
cept of locomotion. The often limited physical space restricts
infinite walking and completely free movement [16]. Differ-
ent locomotion techniques have been developed and these
could be divided into categories such as natural and artificial
locomotion [29].
2.3.1 Natural locomotion. This form of locomotion lets the
user move completely self-propelled usually by foot in both
the virtual and physical worlds. In that way, it is maneu-
vered and controlled by the user’s navigation and speed. In
that way, there is no use of any software mechanics or con-
trol devices [53]. As natural locomotion entails that a user
can walk freely within the virtual space, natural locomo-
tion is highly immersive but require more of the physical
space it is limited to in order to provide infinite walking [4].
There are different approaches on how to implement this
by the use of hardware and software [29]. The invention of
forward-moving treadmills for virtual reality that dynami-
cally responds to any physical movement forward [14], [24],
[38], omnidirectional treadmills [11], [35], [19], [46], omni-
directional surfaces using motorised tiles [20], motorised
strings attached to the user’s shoes [22] as well as hamster-
wheel like virtuspheres [28] have been tested. The results
have varied in quality, often prohibits the user from moving
side-ways and the possibility of falling when losing their
balance at turns [5]. Owing to the fact that these complex se-
tups are expensive and troublesome in their installation, one
has often looked for implementing natural locomotion on its
own without the use of hardware. They have also proven to
be less immersive [29]. There has also been development into
treading platforms such as gait turntables that lets the user
walk freely while remaining stationary. Simulating uneven
surfaces, it can be used to ascend and descend staircases.
The motion platforms underneath each foot rotate to allow
for movement in all directions. The study needed further
implementation of the hardware as it was not yet combined
with a HMD and full evaluation of presence perception in
immersive virtual environments [21].
2.3.2 Semi-natural locomotion. To overcome the issues with
restricted physical space and still strive for natural locomo-
tion, self-motion gain techniques were introduced with the
goal of preserving the benefits with natural locomotion while
discretely altering an aspect of the user’s motion in the vir-
tual world. This is unknown to the user and is accepted by
the mind within certain limits as visual stimuli are often fa-
vored compared to body awareness and balance [49]. These
techniques are also called redirected walking [36].
There are three different categories to the so-called manipu-
lation of self-motion techniques. Translation gain techniques
translate changes in the physical coordinates of the virtual
system and scale it for the smaller or bigger virtual environ-
ment, rendering the applied change. Rotation gain instead
translates orientational changes and scales for the rotation
in the virtual environment. These usually aim to steer and ro-
tate the user from colliding with the outskirts of the physical
area. There exist different implementations such as rotating
the user while the body is moving around obstacles or when
the user’s body is still but is turning their head [49]. Another
approach is rotating the scene whenever without warning
[36] or distracting events that rotate the scene [37]. Curva-ture gain techniques consistently offset the user’s movement
either while they are turning their head or when they move
in a straight path. Doing so results in the user compensating
for the manipulated stimuli and will walk in circular arcs
[49].
2.3.3 Artificial locomotion. Artificial locomotion requires
interaction from the user to a system such as hardware in the
form of a controller. It is less physically fatiguing as the user
can stay in a static position through the experience and move
by input through a controller. Different forms of artificial
locomotion are teleportation, smooth locomotion (sliding by
the use of a joystick), arm swinging, gesture-based, walking
in place, etc. Since the user moves in the virtual but stays
stationed in the physical space, artificial locomotion often
leads to motion sickness. As opposed to natural locomotion,
artificial locomotion is less immersive [4].
2.3.4 Vertical locomotion. There exist different locomotion
techniques to date that lets the user move both horizontally
and vertically. Tomove in the vertical space, elements such as
elevators or stairs could be used. Climbing is also a locomo-
tion technique for the horizontal plane. Further on, verticallocomotion will be referred to as techniques that allow the
user to move vertically within a virtual space. An example
of this is climbing.
2.4 Locomotion studies in immersionThere have been studies that show that some artificial lo-
comotion techniques could be more useful than others. In
1995, Slater et. al showed that walking-in-place locomotion
produces a higher sense of presence than flying (by the push
of a controller button) and pointing. If the walking-in-place
technique is well implemented, it can be perceived as tho
the user is walking. It can be explained by the activity of
normal walking is so similar to the operation of walking
without the need of any mental calculations into another
form of movement not similar to walking to navigate in the
desired direction. Slater et al. also argued that climbing could
be seen as quite similar to walking-in-place but depending
4
on the position of the hands rather than the position of the
headset. The climbing was implemented to be steered by leg
movement once the user and the bottom or top of the stairs
had collided. Climbing up was achieved by moving your feet
while turning around resulted in climbing in the opposite
direction. In cases of climbing and walking up/down ladders
or stairs, it is suitable for meaningful and mundane activities
with a high level of realism as it involves a whole-body ges-
ture. It is not useful for magical interactions such as flying.
Moreover, the use of all limbs could enhance the user’s con-
nection to the virtual avatar body which increases presence
[45]. climbing are interactions that are reminding of real-life
movements, they could indeed be perceived as more realistic
and therefore more immersive. In fact, mundane locomo-
tion techniques that mimic real-life physical interactions are
deemed as easier to use since they remind users of realistic
scenarios and can be applied logically in those. In general,
lower-body movements are often preferred as they resemble
real walking the most [34].
In 1999, the Slater studywas replicated and natural locomo-
tion was added to be used in comparison to walking-in-place
and press-button-flying. The 1995 findings of higher pres-
ence in walking-in-place than flying were again confirmed.
More importantly, both real walking and walking-in-place
demonstrated presence compared to flying. In particular, real
walking provided a compelling virtual experience. This study
also indicated that two parameters could affect the effective-
ness of locomotion techniques. The walk-in-place technique
could be improved with the addition of a hardware acceler-
ator and the level of association to the virtual body plays
an important part. Subjective presence was significantly in-
creased with the customization of the virtual avatar for a
better degree of association and all limbs tracked [54].
Numerous studies into the benefits of the use of natural
locomotion have beenmade. It has often tested in comparison
to artificial locomotion that uses controllers and shown to be
advantageous in many ways. Research has shown that free
walking is more efficient in spatial navigation, searching and
natural path-finding. It also provides a smoother experience
traversing as collision with virtual objects is decreased. It is
also beneficial in cognitive aspects as attention levels and
mental processes are higher. However, artificial locomotion
is more than often implemented in virtual environments due
to the impossibility to map the physical movements to the
virtual and let the user explore freely [49].
Similar to free walking, studies in redirected walking have
shown potential. This semi-natural locomotion technique
has proven to be non-inducing when it comes to motion
sickness and goes unnoticed by the users whom unaware
adjusts their direction [39]. Further studies have shown that
in some contexts semi-natural locomotion techniques need
proper implementation. Research has shown that in order for
redirected gain techniques to work without fail, sometimes
curvature gain techniques are combined with the other two
methods. Also, the use of distracting elements tends to be a
more effective stimulus than auditory or visual instructions
to produce head turns in the user when needed to reorient.
Studies have concluded that redirected walking is superior
to both walking-in-place and other control-based artificial
locomotion techniques in relation to pathfinding and navi-
gation. When implemented suitably with distractors, it was
as adequate as real walking in sketching maps and pointing
to targets [49].
Looking from another perspective, upper-body artificial
locomotion has been proven to produce natural experiences.
Indeed, it might not coerce with the idea of achieving in-
finitive free walking [34]. However, one study compared the
gesture of arm-swinging to natural walking and joystick
locomotion and found no significant difference in spatial ori-
entation results between arm-swinging and walking though
it outperformed the joystick. The arm-swinging locomotion
technique leads to less fatigue and could be used regardless
of any space limitations [27]. Another study claims that arm
swinging was closer to real walking in levels of energy con-
sumption than lower-body hip movements and controller lo-
comotion. Moreover, it showed high levels of naturalness and
less positional drift was measured from arm-swinging [33].
In the particular case of upper-body locomotion techniques
such as arm-swinging, a further study had somewhat more
different results than this previous work. Arm-swinging con-
sistently overestimated distance to objects in blind locomo-
tion tests where the user first views the virtual environment,
then in darkness moves to where the user thinks the target is
located. Here, normal walking tended to underestimate target
distances which have previously been suggested in regards
to visual distance estimations. Not surprisingly, there were
lower levels of errors in turning in real walking compared to
arm-swinging and walking-in-place. The two former were
statistically equal to each other. Walking-in-place appeared
to be the most accurate, proposing that free walking induces
users to be more careful as they feel less comfortable with it.
Nevertheless, arm swinging was seen as a robust locomotion
as walking-in-place as it is inexpensive, independent of room
constraints and to the lack of occlusion [58].
Seemingly, most locomotion research focuses on horison-
tal movement. Often, vertical locomotion in the forms of
flying has been investigated and uses control devices to for
example choosing the desired height by pressing buttons,
joystick steering and flying through hand-tracking gestures
[25]. After Slater, climbing was once again explored. This
time, climbing up and down ladders was enabled and proved
to have less latency than joystick locomotion. No other find-
ings were relevant as presence of the climbing technique was
not the main focus of the study [52]. Later, by marching in
5
place while grabbing onto the ladder with the use of buttons
of a controller, a more realistic implementation of climbing
was achieved compared to both predecessors [25]. Locomo-
tion in the form of vertical elevators has also been examined
and demonstrated a high sense of spatial presence and nat-
uralness in comparison to teleportation through joy stick
and flying [57]. Distance estimations of walking vertically
up and down different kinds of stairs have shown to be more
accurate without haptic feedback but more immersive with
passive haptic feedback in combination with physical objects
to tread on [30], [31]. To some extent, height perception has
been studied in regards to eye height and object perception
but no further investigations of height perception in im-
mersive virtual reality using vertical locomotion techniques.
One study examined the estimation of distance when ascend-
ing and descending stairs. On the whole, users tended to
over-estimate the distance ascended/descended which previ-
ous work has also suggested. Here, the self-representational
avatar played a significant part as users estimated more accu-
rately in a combination of virtual feet thanwithout. Open sur-
roundings were also proposed to contribute to better height
estimation [2]. Just recently, one study focused on vertical
locomotion using both hands and feet to move vertically
by climbing ladders. Both haptic feedback and audio-visual
cues were implemented in a climbing ladder scene. By using
all limbs naturally, the experiment aimed to practice safe
climbing. Using relatively inexpensive portable hardware,
the technique was perceived as natural. In particular, the
ladder technique resulted in high levels of proprioception.
Ultimately, the intuitive full-body interactions achieved a
realistic feeling of ladder-climbing while users also reported
progress in learning [23]. This confirms the prior findings
as full-body locomotion of climbing increases presence with
mental association with the avatar.
2.5 Impossible spacesSemi-natural and artificial locomotion techniques are all
methods of self-motion manipulating techniques. The other
way around, the actual virtual space could be adjusted for
the user. In fact, this area has not been studied as extensively
as self-motion manipulated techniques. As infinite free walk-
ing is only possible in virtual realities that can fit inside
the available psychical space, one could instead design for
maximizing the virtual environment in that area in order to
provide for both natural locomotion and immersion. Propo-
sitions like virtual portals and change blindness illustrations
have been used to continuously and immediately redirect
the user in the physical space that has gone unnoticed by the
users. Impossible spaces could be defined as self-overlapping
architectural layouts that when entered, are bigger on the in-
side. The room itself is not physically possible and wouldn’t
be possible to experience in real-life. New areas continuously
emerge on the edges of a space, overlapping or altering the
current structures. These synthetic worlds that maximises
the virtual area upon a reasonably-sized physical area are
only accessible in virtual reality where the user have the
potential of moving completely naturally or semi-naturally
[49].
A first prototype impossible space was used in a 2011
study that combined the concept with testing the efficiency
of change blindness. Using this particular virtual space which
was a little more than twice as big as the physical, the virtual
office environment was made up of corridors and 12 desk
rooms (See Figure 1). When a user approached a desk in a
room, the rotation of the door changed and the user could
then go into the next room and so on. In this study, just
one of 77 participants noticed the impossible space structure
with the change blindness element and showed a high level
of presence [48].
Figure 1: Example of the bigger virtual space than psychicalspace with change blindness & Suma et al, via IEEE Xplore.(https://ieeexplore.ieee.org/mediastore_new/IEEE/content/media/5753662/5759414/5759455/5759455-fig-2-source-small.gif).
Then, one study introduced the term of impossible space
and solely investigated the limits of impossible spaces. On
this occasion, the virtual space kept on unfolding in front
of the player’s path (See Figure 2). No distraction elements
were used. It was shown that rooms inside impossible spaces
can overlap by a certain percentage without the effect being
noticeable. It was shown that spatial-visual stimuli are clearly
perceived as malleable by users and suitably can be explored
by natural locomotion. The experience of the impossible
spaces was most immersive when users were unaware of the
nature of the artificial virtual space they were in. Moreover,
the user’s perception of distances to targets was not affected
even if users had recognised the impossible architecture [49].
Another study developed this idea further with the idea
of procedurally generating possible structural rooms for a
more general appliance. This research indicated that if the
focus of the virtual experience is less on the spatial struc-
ture and more on the content, generated impossible spaces
could be used in conjunction with redirected walking. In
this case, procedural rooms could be generated and used
6
Figure 2: Example of an impossible space environment.The two rooms overlap spatially. As the user traverses thearea, the space will shift between two states in order toachieve a consistent view for the user. & Suma et al, viaIEEE Xplore. (https://ieeexplore.ieee.org/mediastore_new/IEEE/content/media/2945/6165123/6165136/6165136-fig-1-source-small.gif).
with change blindness elements which granted the user infi-
nite free walking through redirected walking(See Figure 3).
These so-called flexible spaces could then be used to model
many more different rooms in an environment than the two
rooms that shared a wall in the previous impossible space
experiment. Again, the recognition of the physics-defying
world was not straightforward as users found themselves in
a familiar world and did not notice the unusual nature of the
space [56].
Figure 3: Procedural generation of impossible spaces calledflexible spaces. a) the layout is dynamically generated witha corridor between a blue and yellow room that is shiftedas the user exits a room (change blindness). b) the user’snavigation is shown in the physical space. c) some generatedflexible structures & Suma et al, via IEEE Xplore. (https://ieeexplore.ieee.org/mediastore_new/IEEE/content/media/6542296/6550177/6550194/6550194-fig-1-source-small.gif).
Since then the development of impossible spaces struc-
tures has been developed, often in combination with redi-
rected walking. The use of curved corridors has been shown
to be combined with redirected walking in impossible spaces
[26]. Indeed, curved corridors have been suggested to be pre-
ferred over straight right-angled corridors with redirected
walking [55]. Studies have also been made into achieving
high-quality performance with impossible spaces in combi-
nation with redirected walking into minimising unnecessary
distortion and globally mapping a set of virtual spaces to
real spaces [50] [13]. Also, grid-based artificial intelligence
approaches into solving for angle-constrained path findings
have been introduced and attempts to generate perfect maze
paths with desired properties [61]. Lastly, computational in-
telligence algorithms have been applied to dynamically steer
and redirect the user [47].
Clearly, much of the existing research has investigated the
structural effectiveness of generating impossible rooms. Only
last year, one study was made into furthering the user expe-
rience of an impossible space and sought to generate experi-
ences on the go, rather than perfecting a structural layout,
which resulted in high levels of immersion. In real-time, ani-
mations and virtual objects were produced to dynamically
block the user’s view or hide structural changes and guide
the user to navigate in the space. If the physical area was
changed or in the case of emerging obstacles, the structural
area would reflect these dynamic changes and manage the
applicable virtual scene changes. [10]. Furthermore, an im-
possible space in the shape of a cave with a size of 4x3 m
was navigated by natural locomotion and climbing in a pro-
totype study. All surface of the walls was climbable while
the user could move freely horisontally, sometimes needed
to crawl through tunnels the users hacked through walls.
The experiences were perceived as very natural and highly
immersive, especially at times when users needed to crawl,
shimmy and climb. Users themselves credited the use of
crawling, shimmying and climbing to the high immersion
[18]. Subsequently, more research into these findings is yet
to be made to confirm the evaluations of presence.
Locomotion-wise, on top of the benefits from natural loco-
motion real walking, it could have even more benefits inside
impossible spaces. Here, the vestibular information that is
received by the user when actually moving could be con-
tributing to the spatial understanding and perception of the
size of the virtual environment [5]. In comparison, redirected
walking could instead put more stress on cognitive load as
the user needs to physically compensate and redirect oneself
according to the visual stimuli [9].
Subesquently, there is a need for further work into immer-
sive locomotion techniques in virtual reality. Real walking
has already been shown to be natural and most intuitive,
providing the most sense of presence. Yet, there is a lack
of research into vertical locomotion in virtual multi-level
environments. To the best of my knowledge, no prior work
has investigated vertical locomotion inside impossible spaces
fully in terms of evaluation into immersion. This work can
be seen as extended the impossible space study consisting of
a cave that was possible to explore with the use of natural
locomotion and climbing and seeks to push the boundaries
within vertical locomotion in impossible spaces.
7
3 METHODFirstly, the pre-study was based on related work and laid
the foundation for the scopes of the thesis study. When a
prototype had been developed and tested with pilot tests, an
in-between user study with participants took place testing
out the immersion of the virtual reality space that imple-
mented both natural and vertical locomotion.
3.1 Pilot studyThe testing of the prototype was crystallised through the
practice of trial-and-error in the pilot user tests. Five volun-
tary pilot users between the age of 29-69 with and different
levels of acquaintance with technology in general and no
prior experience of virtual reality. Through iterating, the test
design was altered and adjusted according to the insights
from each pilot test. These highlighted scientific weaknesses
in the execution of the study design such as the potential
need to adjust environmental variables, amount of instruc-
tions, clarity of questions or interview techniques used in the
next iteration. These changes would then be implemented
and be included for the user studies in order to perform valid
user tests that would yield the highest level of scientific and
accurate results.
3.2 ParticipantsThere was no need for any particular requirements in expe-
rience to qualify for taking part in the user tests other than
being able to walk unassisted. However, due to the extraordi-
nary circumstances with covid-19, each test person needed
to have access to the model of the virtual reality headset
as the majority of all the user tests needed to be performed
remotely. By word of mouth, participants which owned or
had other access to the Oculus Quest headset were fit to
take part in the experimental test. It was preferable to have
between-subject tests with A and B groups as the impossible
space with free locomotion would be tested with and without
vertical locomotion. In contrast, within-subjects would not
be preferred since the order of test environments would af-
fect a user’s experience. The total number of 20 participants
was divided into two groups, group A and B, with 10 persons
in each group. Each group corresponded to one case of the
prototype. Group A was able to use both natural and vertical
locomotion whereas group B could only make use of natural.
In that way, group B served as the control group of the user
study. After the test of the prototype, both groups filled in
a questionnaire and were interviewed in the same way. A
set of mutual questions was used for both of the group’s
interviews but group A answered some additional questions
as well that dealt with the aspect of vertical locomotion.
The division between each group was random. It resulted
in group A consisted of 4 females and 6 males between the
ages of 26-69. They had different levels of prior experiences
with VR, ranging from being well acquainted with the tech-
nology to being their first time experiencing virtual reality.
One female and 9 males between 25-69 made up group Bwith
similar experience as group A, from none to experienced.
About half from each group were familiar with the concept
of impossible spaces before.
3.3 Test designEach test would follow the same structure to reduce inconsis-
tencies between tests and other effecting factors. The length
of each test ranged from 45 minutes to about 1 hour 15 min-
utes, for group B respectively group A. The longer test time
for group A was due to the additional questions asked to
them regarding the vertical locomotion. All tests were con-
ducted on-to-one in their mother tongue. The majority of
the tests were remotely and made via video calls between
the study moderator and the test user. Each test would begin
by allowing the user to sign a consent and confidentiality
agreement which stated the voluntary aspect of participating
in the experiment, anonymity of data and any rights to termi-
nate the test if needed. The purpose of the consent form was
to ensure the integrity and voluntary aspect of taking part in
the study. After, they were given the task of touching cubes
and rectangles by either walking up to them (group B) or both
walking and climbing to reach them (group A). They were
given short and concise instructions for how to move and to
explore the space with the locomotion techniques provided
in order to find all cubes and rectangles. Subsequently, the
user entered the virtual environment and a screen recording
was made. During their walk, the study moderator interacted
as little as possible with the test user to avoid distraction
and only answered questions and gave guidance if needed.
When the user terminated their walk test data was produced
and sent to the moderator. The measurement taken was:
• Time of completion: the total time the user spent in
the environment
• Time walking: the total time the user spent walking
in the environment
• Time climbing: the total time the user spent climbing
in the environment (applicable for group A)
• Walking distance: The virtual distance the user moved
using walking as locomotion
• Climbing distance: The virtual distance the user moved
using climbing as locomotion
• Video: The view of the user’s virtual experience was
recorded
• Grip points: How many grip points were used by the
user in total (applicable for group A)
8
• Number touched objects: A control number to make
sure the user had indeed followed instructions to touch
cubes and rectangles
Ensuing their walk, a questionnaire was presented to the
test user either in person or by sharing screens in the video
call. Initially, the user was asked to provide an estimation
of some measurements of time and space. These were as
following:
• The height of the user
• Perceived time of walking: how long the user thinks
they spent walking in the environment
• Perceived distance ofwalking: how long the user thinks
they travelled by walking in the environment
• Perceived time of climbing: how long the user thinks
they travelled by climbing in the environment (appli-
cable for group A)
• Perceived distance of climbing: how long the user
thinks they travelled by climbing in the environment
(applicable for group A)
Finally, the interview part took place. A questionnaire and
open questions served as a semi-structured interview with
the master thesis student as the interviewer and the test user
as the interviewee. The user filled in, with the help of the
study moderator, an adapted version of the presence ques-
tionnaire by Witmer and Singer [59] which is a conventional
questionnaire from 1998 which is the most cited presence
questionnaire on the scholarly search engine Google Scholar
[43]. The last part of the questionnaire was open-ended ques-
tions with topics such as the sense of motion and impressions
of different locomotion techniques in the impossible space.
When the interview was terminated the screen recording
was obtained by the study moderator.
3.4 PrototypeA virtual reality environment was developed for the Oculus
Quest headset. As the headset is wireless, it was a suitable
model to use when exploring the limits and experiences of
impossible spaces. The impossible space environment was
developed in conjunction with natural locomotion and the
vertical locomotion technique of climbing. The graphics of
the prototype was minimised, using neutral grey colors and
as little design details as possible as can be seen in the screen-
shots of a virtual walkthrough of the prototype in Figure 4,
5 . The prototype consisted of floor, walls and roof made of
simplistic cube design to accommodate an impossible space.
White cubes and rectangles were placed inside this space
for the user to touch during their experience by walking or
reaching by climbing. The cubes were spawned at a maxi-
mum height of approximately 2 m to make sure they could
all be reached by the walking users. The parallelepipeds (the
rectangles) were placed at a height where users needed to
climb in order to reach them. No other objects or mechanics
were introduced in the environment except for the impossible
space structures and the objects needed for the experimental
tasks needed for the locomotional exploration. Owing to this,
the environment aimed to only test the natural and verti-
cal locomotion in practice. The virtual reality camera object
which was corresponded by the player itself originated from
the Oculus OVR Camera Rig object. The choice was made
to use the standard 3D models of the hand controls for the
user’s hands as this would look familiar and exclude any
other distracting design that could affect the experience. The
climbing mechanism was implemented so that the user could
use both hands separately and could be triggered by placing
a hand close to a surface and pressing the index finger button.
By continuing to pressing that button, the user could pull in
the opposite direction of the desired direction and the user
would be moved correspondingly. By releasing the button,
the user would release their grip and their movement would
be paused. Due to the fact that artificial locomotion such as
falling could induce motion sickness, the ability to fall was
excluded to minimise factors that could result in affecting the
user negatively and the validity of the test. To illustrate, in
order to climb upwards a wall the user would pull at the sur-
face downwards and the camera would move upwards. Upon
the release, the player would have subsequently moved. A
user could look around 360 degrees during a grip to the wall,
making the climbing quite flexible in its rotation and move-
ment in action. The walking locomotion demanded little to
none implementation as the camera rig objects correspond
to the user’s exact head and arm movements. By pressing
one of the buttons, the user could quit the application which
marked the end of the prototype session.
Figure 4: The virtual environment prototype
3.5 InterviewThe interview was divided into 2 main sections, the question-
naire and the open-ended questions. In the first questionnaire
part, the user would rate their responses to questions re-
garding a sense of control, motion, realism and involvement
9
Figure 5: The virtual environment prototype
on a Likert-scale from 1-7. The questionnaire was divided
into four sections - control and sensory, distractions, real-
ism, involvement with around 3-4 questions per section. The
last part with open questions aimed to let the interviewee
describe their experiences and feelings from different per-
spectives. The areas discussed were impossible spaces, the
sense of motion by the use of the different locomotions, con-
tributions or distractions from their experiences and general
feelings or impressions that had come up during the test. Fol-
low up questions were asked by the interviewee if the user
gave an unclear answer or needed to explain their answer
further. Group A was asked a set of additional questions
about the sense of vertical locomotion as they could also use
climbing. Some of these questions discussed the difference in
feeling as opposed to walking, contribution to experiences
and impressions.
The qualitative data was dealt with in accordance with con-
ventions of qualitative data collection analysis. The inductive
approach was identified as suitable for the thesis scope and
the framework used is the explanatory as the research ques-
tion guides the analyse. In that matter, the data was examined
to answer the research question [32]. In that fashion, the data
was first transcribed, summarised and cleaned for further
analysis. The participants were given aliases of A1-A10 as
well as B1-B10 for avoiding any bias and maintaining the
objectiveness of anonymity. Manual coding was performed
in iterations leading ultimately to the use of the following
codes: claustrophobia (in regards to small spaces), movement,freedom, exploration, change (environmental change inside
environment), confusion, naturalness, safety (emotionally and
physically), limitations (software-wise, hardware-wise, phys-ical restrictions), weight (of one-self and objects), sickness(such as motion sickness, VR-sickness, fear of heights), fa-tigue, speed (physical speed and task speed), complement(comparisons of locomotions). With these codes, the data
was sorted in regards to opinions, feelings, knowledge and
other input. These areas were then, in turn, analysed to iden-
tify patterns, themes and differences. Lastly, 2D word maps
were made using Adobe Photoshop v. 21.1.3 based on the
words chosen by the participants when asked to describe the
walkthrough emotion-, impression- and experience-wise in
three words.
3.6 TechnologyThe headset used was the Oculus Quest and the software ap-
plication was developed using version 2019.2.3f1 of Unity3D
engine. The tests that were conducted remotely were made
through Google Meet video calls. The data from each test
was sent through using ElasticSearch with the framework
Kibana.
4 RESULTSThe results from the study will be presented below in the
three parts: estimations, questionnaire and interview where
each part will be shown in turn.
4.1 Time and distance estimationsThere was no significant difference in the time estimations
between the two groups. On the whole, both groups underes-
timated their time spent with each locomotion with a factor
up to 2-3 times the time they had spent on it in reality. In
both groups, there were people who overestimated the time
spent. Six participants in Group B underestimated with a
factor between 0.5 to 2 times, one guessed approximately
correctly and three participants in Group B overestimated
the time spent with a factor of 0.5 to 0.75 times the actually
spent time, Group A seemed to underestimate their time
spent with the locomotions to often 1-3 times longer than
the actual time. About three people guessed approximately
the time, five persons underestimated the time with a factor
between 0.5 and 3 times the real-time spent with the loco-
motion. One person overestimated their time with a factor
of 0.7 times. Due to software issues, the data accumulated
from one of the tests was lost and therefore no comparison
can be made with the estimations from that test.
On the whole, both groups underestimated the traversed
distance similarly though group A tended to underestimate
walking slightly more than group B and climbing by a large
factor. The participants in control group B estimated distance
walking correctly while 7 underestimated between 2-4 times.
One participant overestimated with a factor of 0.5. In Group
A, the same amount of people as in group B estimated the
distance walking approximately correct, while the other 7 in
group A underestimatedwith a factor between 2-9 times with
an average of 4.5. When it comes to climbing, the distance
was prominently underestimated with a factor of 1 to 17. 2
guessed correctly, 7.5 was the average factor between the
other 7.
10
4.2 QuestionnaireOverall, the questionnaire scoring did not show any signif-
icant differences and both groups rated their responses to
the questions correspondingly to a strong sense of presence.
Some of the minor findings will in turn be presented.
Group A scored a slightly higher number than group B in the
questionnaire in regards to how natural their interactions
felt. At the same time, group A felt equally compelled in
their sense of moving as the control group. Moreover, they
showed a little more confidence in their ability to search and
survey the space (See Figure 6).
Figure 6: Questionnaire responses about natural interac-tions and compelling sense of movement
In relation to time and space, group A seemed to easier
lose track of time. They were also somewhat more confused
than the control group. Group A scored almost as high rating
as Group B in the feeling of skilfulness towards the end of
their experience (See Figure 7).
Figure 7: Questionnaire responses about track of time andconfusion
In terms of adjustment to hand controls that steered the
locomotion, responses from group A indicate minor inter-
ference from hand controls. Both groups seem to have been
somewhat distracted by hand controls or the methods of
locomotion. However, there is a slight difference in how well
users adapted to the hand controls but group A adjusted
themselves almost as quickly as group B (See Figure 8). They
also rated a marginally lower response in naturalness in
movement mechanisms.
Figure 8: Questionnaire responses about control device in-terfering
Meanwhile, Group A was somewhat more distracted in
general than group B and was almost as involved in the
virtual experience as the control group. There were fewer
moments in which users felt completely focused on their task
or the environment during their experience in Group A than
B. The groups rated equally in response to how consistent
events in the virtual world related to the real world.
4.3 InterviewAfter the qualitative data was cleaned, coded and analysed
the following concepts and themes became evident where
the two groups were similar and differed.
4.3.1 Sense of freedom. The environment was perceived as
a tight, restrictive space by 6 participants from group B and
5 from group A. They reported that the path felt narrow and
they felt that the space felt physically tight to move inside.
Two of these participants in group A described the space as
being somewhat claustrophobic. The six participants from
group B described the size and nature of the space in a neg-
ative way and three of these mentioned that they walked
differently as in more consciously, carefully and slower than
they would normally. One of these said that she needed to
squeeze tight to get around the narrow corners and "it felt
hard, I felt fat" (B9) when asked how she would describe
her experience of walking in the environment. Two of the
six participants that mentioned the size of the space also
expressed that they would have liked a bigger environment
to be able to walk freely.
Two of the five participants of Group A also shared this opin-
ion while four of the six participants felt that it was small in
11
a negative way. One participant mentioned that the tightness
of the space subtracted from the immersion compared to if it
had felt bigger. Three of them reported that the narrow space
restricted them in their walking as they felt that they "didn’t
have space to walk" (A6), "they needed to walk carefully in
that narrow space" (A1), the space "felt like I wasn’t meant
to walk there... walking made me notice how small the space
was faster" (A5). One of these described that they sensed that
they in the real physical space often turned around oneself
to get to new paths.
Other participants spoke about freedom in regards to climb-
ing as "...to be able to be everywhere. Nothing was off-limits.
A freedom to be everywhere, that empowers" (A4) and "the
feeling of freedom" (A3). In Group B, the theme was men-
tioned twice where "it felt spacious, feels like I am walk-
ing around but more freely" (B4) and by "looking upwards
confined spaces of her real-life closed apartment ceiling is
broken. I have a feeling of depth even though I know it is
only virtual." (B6).
4.3.2 Sense of exploration. Four of the six participants in
Group A that had discussed the size of the area negatively
expressed that climbing added to the space available for
them and elongated space for them to explore as climbing
"prolongs the area you have at disposal... contributed to the
exploration of space" (A6), "adds another dimension" (A1),
"made sense to be able to climb in that sort of space" (A5),
"provided a different perspective" (A3), and "added to the
room experience to be able to go there (the vertical space)
... they "escaped the very small, tightness of the space with
climbing" (A3). Another said that climbing made one "able
to move to unreachable areas... explore the area and find
secrets" (A7).
The participants in Group A expressed the connection be-
tween climbing and exploration in different ways. Some
stated that walking was favored and used for discovering
and searching while climbing was used to examine what
they could already see. These four participants stated that
with climbing they "preferred walking for searching. As the
world feels big even though it is small... I liked to experi-
ence every little corner" (A4), felt that "climbing doesn’t take
you to a new place like walking does" (A9), they discovered
through walking and "climbing makes the experience come
to a halt as I am the most immersed when I discover things...
momentum is a bit lost" (A4). Another participant said that
"it is another dimension but not much exploration because of
can see it all" and that the environment in this regard didn’t
feel as though it was meant for climbing as it was "superlin-
ear, just straight lines" (A8). However, the same participant
also said that they "loved the feeling of exploring in another
direction... with climbing could move in another dimension...
height exploration" (A8). Nonetheless, one participant expe-
rienced "more active searching when climbing to scan more
surface and it slows down the pace of progress" (A7) and
another stated that they could move "both through space
and volume with both locomotions... A feeling of freedom"
(A3). Other participants in Group A mentioned exploration
in conjunction with walking, for example, it felt "explorative
to walk and find new rooms or dead ends" (A1), "contributes
to the exploration of space (about climbing)" (A6), and they
"(with walking) wanted to find out what was in the end
which felt fantastic... great VR experience to be able to move
so because it is such a natural way of exploring" (A10).
In the control group, walking was mentioned as a way to ex-
plore in different ways. Some expressed more clearly walking
in terms of exploration like "walking there set an explorative
mood" (B2), "it was exciting to move around and look for
cubes (about walking)" (B9), "cool to walk around and explore
while taking in impressions, looking upwards" (B6) and "it
feels like you are progressing (about walking and their task)"
(B5). One participant felt differently, that "walking doesn’t
trigger that much except curiousness of what’s around the
corner" (B3).
4.3.3 Sense of motion. All ten participants in Group A dis-
close that climbing in different degrees added to their ex-
perience. As mentioned above, participants liked the possi-
bilities of exploring the vertical space that the multi-level
locomotion made available. Apart from this, the participants
mentioned other factors such it "added moments (to the
experience)" (A9), "adds the sensation of touch and helps
reinforce the existence of the environment as it shows a
concrete existence of movement" (A8), was "a positive chal-
lenge" (A10), "provides new opportunities than what you
have in real-life... felt immersed when I was climbing (A5),
"doubled the experience"(A1). Three participants in Group A
experienced difficulties with the concept of climbing. They
didn’t perceive the climbing technique as climbing. They felt
that it didn’t feel like climbing but more like they pulled the
world in different directions. On of these declared that they
experienced difficulties grasping height in the environment.
However, they also felt that it was fun the be up in the air
and "to reach different levels". This participant on one occa-
sion didn’t recognise her controllers touching the floor but
thought there was some kind of obstacle that had appeared
in the physical room when she was physically bending over.
Two participants felt that the climbing technique could with
a little more implementation be crystallised "for a bigger
experience" (A7) and "maybe not break the immersion" (A8).
Issues mentioned were fatigue in the long run, acceleration,
speed and improvements in control display relationships to
be able to reach further away more effortlessly. Four other
participants were indifferent to the method of climbing but
12
liked the experience of the benefits that came with the climb-
ing. As one of them described "its combination with walking
stands out" (A6).
Meanwhile, 6 out of the 10 participants in Group A expressed
that they thought climbing was a good complement to walk-
ing. One participant in Group A described that they could
use walking and climbing move as they liked as they com-
plemented each other well. The participant also described
the locomotions with "walking is static, it is much more
fun to use your hands than walking around" and in that
way "climbing contributed... to move both horisontally and
vertically" (A1). Another reported that they had the free-
dom to walk mid-air and climb upwards and downwards
when needed to make use of both locomotions effectively. It
was also described as "another category of movement" (A7),
"broke routine of pure self-walking folding spaces" (A8), "a
break from walking and offered variation" (A3), "fun to do
because you can’t climb like that in real-life" (A10). Another
stated that climbing was "different (to walking)" and they
would have liked to climb more all-around in their walk-
through as they would have preferred "less walking as it
corresponds to walking in real-life" (A5).
4.3.4 Naturalness. The majority of participants remarked
that walking felt natural and realistic. In Group B the loco-
motion technique was referred to as an example as it "felt
consistent and felt like walking in real-life" (B1) and "might
as well have been (walking in) a real corridor" (B7). When
answering questions about how it felt to walk two partici-
pants stated that "one doesn’t notice where one is, you are
effectively immersed" (B10) and that they "felt presence in
that space" (B6). In total, 7 participants in Group B discussed
naturalness in conjunction with walking. However, one of
these together with another not part of these 7 interviewees
reported that they sensed that they walked in circles. Mean-
while, the latter claimed that walking "felt just as immersive
as standing still" (B8). Another said that "it felt hard to walk"
(B9). Five participants in Group B said that they walked dif-
ferently, participants B2, B4, B6, B8 and B9, as they moved
carefully in the corridors and more consciously than they
would normally in real-life. Only one participant noted that
they would often walk with their hands raised to not move
into walls because it was hard to trust the ability to walk in
virtual reality.
Similarly, 8 participants in group A talked about walking
in terms of it being natural for example a "natural way of
exploring" (A10), "walking was completely intuitive and nor-
mal" (A6) and "when I moved, it was corresponding to her
steps in real-life" (A2). However, one participant that did call
walking natural also said that it didn’t feel like they could
see from their point of view but it "was more like a smooth
camera like in movies, smoother than real-life walking" (A2).
Two participants in Group A referred to climbing as natural
and realistic to some degree as it "feels relatively realistic"
(A5) and "looked realistic" (A3). One of them also noted that
it felt realistic though it was evident that he was weight-less
while two other participants felt that they were in a space
that defied physical laws and was non-dependent on physics.
One of them actively climbed less because they didn’t like the
feeling of defying physical laws. Two participants claimed
that climbing, in contrast, was unnatural and artificial with
one wanted to use her feet too for it to be more natural.
Another participant stated the unrealistic effect on the im-
mersion as "climbing contributed to the experience but took
away from the realism. I felt more immersed when I was
climbing, even though it felt less realistic" (A5). Likewise,
besides declaring the realism of climbing, A3 also stated that
"climbing gave less of a feeling of movement in the room,
which is a bit negative" (A3).
Moreover, in comparison to climbingwalkingwasmentioned
that "walking felt better than climbing because it feels con-
sistent with my actions in real-life" (A7) and "climbing didn’t
feel as natural as walking, much less natural" (A8). Also,
the former also said that the climbing mechanics was "not
hard to use or understand.. no skills were required" (A8).
Meanwhile, four others meant that climbing was something
that you needed to somewhat learn and adjust yourself to
and that in a way provided a positive challenge for them.
Another reported that the nature of the climbing mechanism
functioned differently than what they had expected since
they had previous experience with a climbing VR-game.
4.3.5 Physiological responses. Three out of the ten partici-
pants of Group A reported feelings of losing or starting to
lose their balance and fear of heights while one participant
in Group B experienced slight motion sickness when they
felt that they often turned around their own axis when they
were walking in the environment.
Four users in Group B felt that the environment seemed to
shift behind them as new cubes appeared when they revisited
already traversed areas whereas in group A only two users
appeared to believe that the environment always shifted and
introduced new rooms all the time. One participant besides
these suspected that the space was shifting behind them but
was unsure.
4.3.6 Limitations. Many of the participants in both groups,
8 of Group A and 6 in Group B, reported to a varying de-
gree that they were restricted by their physical area as the
safety grid was shown sometimes or always. Often, objects
in the room such as lamps, furniture, ceiling and pets were
mentioned to be obstacles. Some participants expressed that
the immersion was taken away from the reappearing safety
grids and the objects in the physical space and distracted
them from their experience.
13
In Group A, some participants also accidentally move the
whole environment horisontally while they were climbing
which resulted in the environment having being moved out-
side of their play area. In some cases, participants managed
to break the impossible room algorithms which sometimes
resulted in the user exiting the walkthrough.
Moreover, almost every user perceived the abstract, black-
and-white, sterile environment as confusing as they often
reported problems with judging distances, heights and dif-
ferences between objects and walls. The screen recordings
of their walkthrough tell us that many participants missed
cubes high up in Group A. Moreover, the majority of users in
both groups missed cubes clustered at the same places some-
times. Some users did not reach the end of the walkthrough,
failing to explore the whole space.
Lastly, a number of participants from both groups mentioned
that they could be thrown sometimes when they attempted
to navigate in the impossible space. Some participants men-
tioned the abstract nature or the nature of the impossible
space as a possible reason for them losing their sense of di-
rection. Half of the participants in the control group were
lost at some point in their walkthrough and 2 participants
in Group A reported that they had difficulties navigating to
some degree. One of these claimed that they always climbed
down all the whole way to the floor to not get lost in the
space.
4.3.7 Summary of emotions. The users were asked to sum-
marise and describe their experience with three words with
a focus on emotions, impressions and experience. This is rep-
resented below with a 2D word map where the center holds
responses that most people had described their experiences
and also corresponds to bigger font sizes. The fewer that said
a certain word, further away from the center and font size it
has. Green represents a connection with positive emotion,
red a negative emotion and yellow where the user described
that is was neither positive nor negative. As shown, Group
A (See Figure 9) chose a greater amount of words that rep-
resented a positive emotion than group B (See Figure 10).
Group B statistically more often described their experience
with negative emotions. They also chose more diverse words
than Group A while Group A chose somewhat more neutral
words.
5 DISCUSSION5.1 Time and distance estimationsThe probable reason for the lack of major differences in time
estimation by the users is probably due to the software im-
plementation of the time calculations. Preferably, a more
accurate time measurement would have been implemented
after the pilot tests. If this had been the case, more differ-
ences in the time spent on climbing and walking would have
Figure 9: 2D word map over the responses from Group A.The center holds words that were chosen on most occasions.The font size also corresponds to the number of times it wasused to describe the experience. Green and red colors repre-sent a positive or negative emotional connection while yel-low represents indifference.
Figure 10: 2D word map over the responses from Group B.
been detected. Also, since group A needed to execute more
operations than group B in order to complete their task they
would naturally spend more time on both walking and climb-
ing. In that way, group B could have had an advantage when
it comes to keeping track of time since they were in the
environment for a shorter period of time.
Interestingly, the underestimations of walking and climb-
ing in both groups contrast with prior studies in distance
estimations. Previous work has not investigated this in com-
pressed immersive environments such as impossible spaces.
Hence, the underestimations could possibly be due to the
compelling nature of impossible spaces. The significant un-
derestimation of the distance in climbing in group A could
potentially be an unforeseen benefit of vertical navigation
in impossible spaces which further research could investi-
gate. This could also be due to the longer time spent in the
environment for group A compared to group B which could
also explain the difference in underestimation between the
groups where group A tended to underestimate the walking
distance slightly more than group B.
14
5.2 QuestionnaireBecause the results from the questionnaires from both groups
show no significant differences in the majority of the re-
sponses, this might indicate that there was no major differ-
ence in the two group’s experiences from what the ques-
tionnaire highlighted. That is to say, the questionnaire could
not be used to derive any conclusions in the difference be-
tween the two group’s experiences on its own based upon
the questionnaire solely. More generally, both groups scored
high results in the questionnaire which points to that both
environments show a high level of immersion. As Group A
scored slightly higher or as high as Group B in regards to nat-
uralness, searching and sense of moving could possibly mean
that the environment walkthrough for Group A showed a tad
higher level of presence. At the same time, Group A scored
higher than Group B in the sense of losing track of time and
confusion. The scores that dealt with control devices and
climbing mechanisms were somewhat worse in Group A and
the level of concentration on the assigned task was scored
equally between the groups.
Naturally, Group A would score differently to Group B in ad-
justment to hand controls and its interference as the former
didn’t use any buttons of the hand controls or the climbing
mechanisms that go with it. Surprisingly, the fact that Group
A was as concentrated on their task could show that the
climbing didn’t distract from the experience. In this way,
Group A was in their involvement as concentrated as Group
B in terms of emotional immersion.
Possibly, Group A could have scored high in aspects of nat-
uralness, searching and sense of movement as they would
take a longer time to execute their task than Group B. In that
way, they would spend a longer time in the environment and
it would naturally become a longer experience that could
imply higher immersion. Interestingly, Group A did however
underestimate their time spent on climbing as was shown
in 4.2 which confirms that they did lose track of time. This
could imply a disconnect from the real world in terms of
spatial immersion.
5.3 InterviewWhen comparing the experiences of the two groups of the
space, more generally one can’t draw any conclusions about
that there were any differences to how the participants per-
ceived the space as an almost equals part of participants
in both groups talked about the space in negative terms.
However, the fact that two participants in Group A and one
in Group B did express themselves in terms of freedom di-
rectly in conjunction with the vertical space indicates that it
could be the vertical space brought about feelings of freedom.
Naturally, the vertical space in the environment was much
bigger than the horistonal but it still shows a potential con-
nection to the participant’s experience in terms of a feeling
of freedom of vertical space. Although, experiencing a sense
of freedom and spaciousness is in its own not necessarily
more immersive than the opposite, to not feel freedom or
claustrophobic feelings. Feelings of being in a tight space
could of course be just as believable and convincing in an im-
mersive sense for any user. Nonetheless, these results could
point to Group A having a more positive experience than
Group B. The connection between the users and the feeling
of freedom can be viewed as a sense of spatial immersion.
As both groups displayed a degree of spatial immersion in
this sense, it is notable that users in Group A seem to be
immersed more positively.
More interestingly, the context of how the sense of free-
dom was discussed could yield more insights. As four out
of the six participants in Group A that had talked about the
tightness of the space implied that they with climbing had
more area to explore at their disposal. This indicates, as one
participant also described it as, Group A could in a way es-
cape the claustrophobic side of the impossible spaces through
vertical navigation. In this sense, climbing contributed to
their experience by providing users with a vertical space for
them to move in. The fact that the users not only as Group
B experienced the tightness and a degree of claustrophobia,
but they could through climbing make use of another space
to reduce those feelings implies a level of spatial immersion.
In fairness, as there were four participants that expressed the
vertical locomotion in terms of as an escape or relief from
the tight space, not all participants in Group A might have
felt that the vertical space that the locomotion made avail-
able were as convincing. Nevertheless, the fact that users
experience the feeling of freedom and were aware of the
space points to the fact that the space would be somewhat
believable in its existence. If the climbing on its own wasn’t
compelling at all, these users would not have felt that they
could escape from the horisontal space. This does imply that
these participants experience spatial immersion.
Exploration-wise, the majority of participants in group A
preferred walking for searching. Clearly, participants from
both groups seem to have been more involved when walking
which suggests that they all experience a degree of emotional
immersion as they wanted to know what was next and used
walking to progress in their task. In that way, walking pro-
vided a narrative for most participants while climbing was
perceived as halting their feeling of a narrative. Interestingly
though is that some participants still enjoyed climbing. Some
participants expressed that they appreciated the examining
part of being able to climb, active searching and moving in a
so-called "another dimension". This could indicate that these
particular participants felt spatial immersion and emotional
immersion as climbing provided them with an experience of
15
moving vertically, brought about feeling about that and also
contributed to their narrative.
When looking at climbing in terms of a sense of motion,
it is evident that the majority of the participants felt that
climbing on its own was not believable nor convincing as the
method on its own was not perceived as natural. Nonethe-
less, as mentioned above the exploration or examination of
the vertical space that came as a consequence of the locomo-
tion was compelling. As some participants noted that they
didn’t even experience the climbing technique as climbing
the locomotion implementation was in practice too artificial
for them. All participants agreed that climbing contributed
to their experience, while it was not gripping in its own. One
must now keep in mind that this is based on this sole im-
plementation of climbing and there is possible that different
tweaks and alteration to this technique would yield different
results. The participants themselves stated that the technique
could be further developed. Possibly, this prototype could
have been a minimal cue in its implementation as it fails to
deliver strong immersive feelings, but only some. Besides
the nature of moving in the vertical axis, participants did
experience a higher sense of touch as walls were reinforced
in their existence, provided a new sense of motion while also
doubled their experience. An illustrative example of this is
when one participant did not even recognise the floor with
her controllers which seems as though she wasn’t aware of
all of her physical body. This shows again signs of spatial
immersion of actually being there in the room, leaving the
physical real-life behind.
Strikingly, 6 out of 10 participants agreed that climbing was
a good complement to walking. This shows that even though
most of the participants did not relish the actual sense of
motion, they would not reject the idea as they found that
climbing was dynamic to walking in the impossible space.
Some participants tended to use walking and climbing more
complementary, alternating them to effectively execute their
experimental task. The combination of walking and climb-
ing seems to have been stimulating in some sense and pro-
vided some users with means of progress as they developed
skills for more effectively using the locomotions at hand.
This points to a mental incentive to both learn to combine
two techniques more competently. The action of climbing
is rhythm-based in terms of visual stimuli and due to the
fact that participants could describe it as breaking the rou-
tine of walking is seems that there are elements of tactical
immersion. Walking and climbing are both repetitive and
creates a natural rhythmic motion. In this case, walking was
not the only compelling locomotion but climbing was also
appreciated.
The four participants in group A that explained climbing as
something they needed to learn in order to operate more
skillfully is another sign of immersion. The process of learn-
ing and master the locomotion could be seen as mentally
stimulating which indicates cognitive immersion. More im-
portantly, this element of a challenge was seen as positive
by the user and not overwhelming. This aspect attests to
cognitive immersion in the form of mentally motivating.
The fact that fewer participants in Group A than Group B
thought the static environment was ever-changing around
them which it wasn’t might suggest that participants in
Group A were less overwhelmed of the complexity of the im-
possible space. In this case, climbing might have helped with
the sense of navigation. However, the questionnaire showed
that Group A was slightly more confused than Group B. This
would contradict the observation but it could also be possible
the confusion in the questionnaire was mostly due to the
mechanics of the climbing as the question was not especially
aimed at the confusion in terms of navigation. In this regard,
no conclusions can be drawn but would need further studies
and investigations.
The fact that many more participants in Group B than in
Group A reported that they walked differently as in more
carefully, consciously and sometimes slower than they would
in real-life is thought-provoking. Clearly, most parts of group
A perceived walking as natural while climbing not natural
but interestingly they did not report any limitations specific
to walking. Of course, most participants struggled with the
play area being too small for its purpose but Group A seems
to have been more unrestricted in their walking while half
of group B was. Somehow, Group A tended to walk more
naturally than Group B in this sense. Possibly, this could
be due to chance or maybe that Group A found it easier
to place trust in the environment. As they exhibited more
comfort than Group B, they could have felt safer in their sur-
roundings. If that would be the case, their experience would
again prove more positive than Group B. Feelings of trust
and safety could in extent be connected with involvement as
well as spatial awareness in regards to emotional and spatial
immersion.
The matter of realism is complex. As two participants stated
that climbing was realistic, one participant noted that he felt
more immersed while climbing even though it took away
from the realism while other participants viewed climbing
as unnatural and one even stated that it decreases the sense
of presence of being there in the room, the results show
mixed opinions of immersion. As studies have argued, real-
ism could be less important than other measures and it does
not provide for a good measurement of immersion when the
virtual environment is not based on reality. As the impossible
space is something out of the ordinary and could not exist in
real-life as you can’t draw it or map it, no such environment
resembles any real-life contexts. Granted, there are floors,
walls and roof but the space in itself is extraordinary and
16
only possible to experience virtually. Therefore, one can ar-
gue that realism does not entail immersion in this particular
situation. The whole point with virtual reality is not to just
depict a real-life environment with no difference to real life
but to also be able to expand the limits of the concept of vir-
tual realities. The curious thing about virtual reality is that
there are no limits to the environment and that one could
create compelling, fascinating and breathtaking abstract en-
vironments that one has never experienced before. Therefore,
research should not limit itself to realistically capture a real-
istic landscape and project it into a virtual reality context but
broaden our horisons of what is possible in an unimaginable
world that defies every one of the worldly restrictions of our
world. In extension, physical laws such as gravity are also
a matter of realism. In a world without real-life restrictions,
gravity might not either give a good measurement of immer-
sion. Of course, gravity is closely connected to climbing as
participants drew on the fact that they experience climbing
as unrealistic and unnatural due to being weightless. This
could also have something to do with immersion being rein-
forced when subjects relate to their virtual avatar. As one of
the participants talked about being uncomfortable breaking
laws of gravity as well as the possibility of adding avatar feet
this could show that the problem is not with gravity itself
but the need of relating more to the virtual avatar which
previous studies have shown is an important factor of im-
mersion. In this way, due to the extraordinary nature of the
virtual environment, the weightless property of simulating
this technique of climbing is not what will immerse the user
but the representation of avatar. In the definition of immer-
sion, representational avatars could perhaps be included in
both emotional and spatial immersion as it would reinforce
presence and personal investment.
Emotional immersion is more present in the 2Dwordmaps of
Group A than Group B. In comparison, as Group A described
their experience more positively with engaging and involve-
ment while Group B more often described their experience
in more negative emotions Group A was more emotionally
immersed than Group B in a positive sense.
6 CONCLUSIONSThe significant underestimation of distance climbed contra-
dicts previous studies. This could imply that users lose track
of time more easily in the context of impossible spaces in
regards to climbing but this finding needs further studies
to confirm this effect. The presence questionnaire showed
that the experience of climbing in an impossible space is
an immersive experience and shows little differences to the
same environment using only natural locomotion. Users also
lose track of time which would indicate a level of spatial
immersion. Their ability to concentrate just as well as the
control group points to a degree of emotional immersion.
This could possibly be explained by the longer time spent
in the environment by Group A. Interviews showed that
there were no difference in how they perceived the space, in
this case, an equal amount of users in the groups described
the space in negative terms. However, some climbers ex-
pressed a reduction of feelings of claustrophobia and instead
of feelings of freedom by the use of vertical locomotion. The
escape from the tightness of the space that is made possi-
ble by climbing suggests a convincing feeling of the space
that could be interpreted as spatial immersion. Also, these
climbers seem to have been more positively immersed here
than the control group which shows lesser signs of feelings
of freedom and experience made through vertical space. Only
some participants experience emotional immersion in the
form of narrative while climbing in comparison to walking
while walking provided a stronger narrative. The climbing
technique was locomotion-wise perceived as mostly unnatu-
ral and artificial. Here, many possible changes and tweaks
could be further investigated to crystallise a reliable and
competent climbing locomotion. Despite its unnaturalness,
all climbers felt that climbing contributed to their virtual
reality experience and a little more than half agreed that
climbing and walking complemented each other. This com-
plementing aspect of combining walking and climbing seems
to have positively as well as mentally stimulated the users
to some extent in terms of progress, effectively executing
tasks and challenges. Climbers exhibited more sense of se-
curity and trust in walking in the environment than the
control group which implies emotional and spatial immer-
sion. Tactile immersion seems to have occurred when used
in combination with walking. Realism may not be a reliable
measurement to be used to describe immersion as impossi-
ble spaces do not resemble real-life situations as the results
indicate levels of immersion in different aspects even though
climbing as a locomotion technique was artificial. Weight-
lessness and defying laws of nature could therefore be more
closely connected to virtual avatar representation in terms of
emotional and spatial immersion of "being there" and being
invested. In this way, this particular climbing locomotion
in this environment displays prominently spatial and emo-
tional immersion, partly cognitive immersion and to some
degree tactical immersion. When asked to summarise their
experience, climbers depict their experience more positively
than the control group which points to a better experience
for climbers which demonstrates Group A being more posi-
tively immersed. This could be due to a number of factors
like the longer time spent in the environment, etc. but could
prove that vertical navigation in terms of climbing enhances
virtual reality experiences in impossible spaces if confirmed
with future studies. This experiment might be touching the
limits of minimal cues of the technique of climbing and the
17
results show that there is much to gain and experience in
advancing in vertical locomotion.
6.1 Method criticismOne must keep in mind that there could be many factors that
would affect the results of the user studies. Besides the cir-
cumstances mentioned, the level of experience with both VR
and impossible spaces would have affected the experience.
Prior encounters with this effect both users novel to the tech-
nique as well as more experienced participants. Moreover,
personal preferences and cultural factors could play a role
in perception. As the study’s investigation had in total of
20 participants, there are also risks of missing out on voices
that could have provided different insights. Subsequently,
the study’s findings would need to be confirmed by further
studies. Additionally, there are more circumstantial factors
that could have influenced. For instance, one could now in
hindsight have reduced and make questionnaire questions
more concrete. These could have been more accurate for the
purpose of the study and be less vulnerable to ambiguity.
Also, interviewees could have been asked their opinion on
the sense of freedom, exploration, motion and naturalness if
they themselves didn’t touch upon the subject. It is possible
that more participants could have agreed with some of the
views described but that it didn’t come up during their in-
terview. A second iteration could have picked up opinions
that were missed in this study. If the scope of the study had
been bigger, a second or even third iteration of user studies
would have been preferable to also tweak the environment
as some problematic aspects of the study could have been
altered to strive for further results.
Clearly, as participants from both groups reported negative
effects of the size of the impossible space this is a parameter
that could have affected the participants sense of freedom in
general. In its own, investigating a bigger impossible space
would be interesting as to see if it would affect the experience
of the participants in a immersive regard. Moreover, if the
tests had been performed in a way so that every participant
would have had a larger play area it could have affected the
experience as no safety grids, guardian offsets or distractions
would have interfered with their sense of freedom. As of
now, the sense of freedom could largely have depended on
each individual’s play area instead of the environment they
tested out.
Similarly, as many of the participants remarked on the ab-
stract nature of the environment and struggles to make out
objects and distances. If the environment were less sterile
and extremely abstract user could perhaps have been less
confused. More importantly, as users expressed that the ap-
pearance and lack of art distracted them and took away from
their immersion the abstraction of the environment could
have more likely hindered the study in immersion rather
than helped. A better middle ground in regards to environ-
mental art and maybe using hand avatar and not controllers
could have been useful.
Moreover, during other circumstances the test would have
taken place face to face. This would have helped in order
to make sure participants finished their task before exiting,
less breakage of the environment and could have asserted
that the user would have a sufficient play area during their
walkthrough. Meeting physically would also result in better
audio recordings as due to software issues and sound quality,
the recorded material was at times muffled. The note taking
from the ongoing discussions was more reliant in this case
but audio recordings face to face would have been ideal.
Lastly, errors can always occur due to the human factors in
regards to manual coding in the qualitative data analysis.
6.2 Future workFirstly, it would be useful to further tweak and excel in de-
veloping a more stable and reliable climbing technique for
further testing in the same situation with impossible spaces.
Notable, testing climbing techniques with impossible spaces
where climbing can take users to new rooms could give new
insight and might confirm the legitimacy of the findings of
this study. Other methods such as think-aloud might high-
light new aspects. Also, other vertical locomotions would be
interesting to compare to climbing in this setting as swim-
ming, walking up stairs, elevators, or new ideas on how to
solve for vertical locomotion. We are in need of gaining a bet-
ter understanding of user experiences in impossible spaces
and its aspects of immersion for making virtual reality more
accessible and usable. These potential studies could prove
useful for defining its limitations and how the experience can
be extended. Since locomotion is still an issue to be solved in
virtual reality, experimenting and testing within this area are
much needed. Research into impossible spaces in conjunc-
tion with simulating vertical locomotion would gain insights
in creating future virtual realities.
7 ACKNOWLEDGEMENTSI owe many people thanks for making my thesis possible.
Firstly, my supervisor Linnéa Granlund at Resolution Games
has been a great help and a good listener. Secondly, I’d like
to give a warm thank you to Björn Thuresson for being my
supervisor at KTH always giving me competent and engag-
ing advice in both academics and life. Last but not least, the
very kind people who volunteered to take part in my study.
In these strange times, each and everyone that has helped
me has played a vital role in my thesis. In particular, I’d liked
to thank my family for being there and being patient in my
quarantine thesising. The thesis was executed in associa-
tion with Resolution Games which I would like to thank for
giving me this great opportunity.
18
REFERENCES[1] Immersion, 2020. Last accessed 2 Jun 2020.
[2] Asjad, N. S., Adams, H., Paris, R., and Bodenheimer, B. Perception
of height in virtual reality: a study of climbing stairs. In Proceedings ofthe 15th ACM Symposium on Applied Perception (2018), pp. 1–8.
[3] Bjork, S., and Holopainen, J. Patterns in game design, vol. 11. CharlesRiver Media Hingham, 2005.
[4] Boletsis, C. The new era of virtual reality locomotion: a systematic
literature review of techniques and a proposed typology. MultimodalTechnologies and Interaction 1, 4 (2017), 24.
[5] Bowman, D., Kruijff, E., LaViola Jr, J. J., and Poupyrev, I. P. 3D Userinterfaces: theory and practice, CourseSmart eTextbook. Addison-Wesley,
2004.
[6] Bowman, D. A., and McMahan, R. P. Virtual reality: how much
immersion is enough? Computer 40, 7 (2007), 36–43.[7] Bozgeyikli, E., Raij, A., Katkoori, S., and Dubey, R. Point & teleport
locomotion technique for virtual reality. In Proceedings of the 2016Annual Symposium on Computer-Human Interaction in Play (2016),
pp. 205–216.
[8] Brooks, F. P. What’s real about virtual reality? IEEE Computer graphicsand applications 19, 6 (1999), 16–27.
[9] Bruder, G., Lubos, P., and Steinicke, F. Cognitive resource demands
of redirected walking. IEEE transactions on visualization and computergraphics 21, 4 (2015), 539–544.
[10] Cheng, L.-P., Ofek, E., Holz, C., and Wilson, A. D. Vroamer: Gener-
ating on-the-fly vr experiences while walking inside large, unknown
real-world building environments. In 2019 IEEE Conference on VirtualReality and 3D User Interfaces (VR) (2019), IEEE, pp. 359–366.
[11] Darken, R. P., Cockayne, W. R., and Carmein, D. The omni-
directional treadmill: a locomotion device for virtual worlds. In Pro-ceedings of the 10th annual ACM symposium on User interface softwareand technology (1997), pp. 213–221.
[12] Dean, D., Millward, J., Mulligan, L., Saleh, I., Wise, C., and Hig-
gins, G. Evaluating alternative input techniques for building and
construction vr training. In 2018 IEEE International Conference onTeaching, Assessment, and Learning for Engineering (TALE) (2018), IEEE,pp. 1001–1004.
[13] Dong, Z.-C., Fu, X.-M., Zhang, C., Wu, K., and Liu, L. Smooth as-
sembled mappings for large-scale real walking. ACM Transactions onGraphics (TOG) 36, 6 (2017), 1–13.
[14] Feasel, J., Whitton, M. C., Kassler, L., Brooks, F. P., and Lewek,
M. D. The integrated virtual environment rehabilitation treadmill
system. IEEE Transactions on Neural Systems and Rehabilitation Engi-neering 19, 3 (2011), 290–297.
[15] Ferracani, A., Pezzatini, D., Bianchini, J., Biscini, G., and
Del Bimbo, A. Locomotion by natural gestures for immersive vir-
tual environments. In Proceedings of the 1st international workshop onmultimedia alternate realities (2016), pp. 21–24.
[16] Fisher, J. A., Garg, A., Singh, K. P., and Wang, W. Designing inten-
tional impossible spaces in virtual reality narratives: A case study. In
2017 IEEE Virtual Reality (VR) (2017), IEEE, pp. 379–380.[17] Freina, L., and Ott, M. A literature review on immersive virtual real-
ity in education: state of the art and perspectives. In The InternationalScientific Conference eLearning and Software for Education (2015), vol. 1,pp. 10–1007.
[18] Garg, A., Fisher, J. A., Wang, W., and Singh, K. P. Ares: An applica-
tion of impossible spaces for natural locomotion in vr. In Proceedingsof the 2017 CHI Conference Extended Abstracts on Human Factors inComputing Systems (2017), pp. 218–221.
[19] Iwata, H. The torus treadmill: Realizing locomotion in ves. IEEEComputer Graphics and Applications 19, 6 (1999), 30–35.
[20] Iwata, H., Yano, H., Fukushima, H., and Noma, H. Circulafloor
[locomotion interface]. IEEE Computer Graphics and Applications 25, 1(2005), 64–67.
[21] Iwata, H., Yano, H., and Nakaizumi, F. Gait master: A versatile
locomotion interface for uneven virtual terrain. In Proceedings IEEEVirtual Reality 2001 (2001), IEEE, pp. 131–137.
[22] Iwata, H., Yano, H., and Tomiyoshi, M. String walker. In ACMSIGGRAPH 2007 emerging technologies. 2007, pp. 20–es.
[23] Kamboj, V., Bhuyan, T., and S. Pillai, J. Vertical locomotion in vr
using full body gestures. In 25th ACM Symposium on Virtual RealitySoftware and Technology (2019), pp. 1–2.
[24] Kassler, L., Feasel, J., Lewek, M. D., Brooks Jr, F. P., and Whitton,
M. C. Matching actual treadmill walking speed and visually perceived
walking speed in a projection virtual environment. In Proceedings ofthe 7th Symposium on Applied Perception in Graphics and Visualization(2010), pp. 161–161.
[25] Lai, C., McMahan, R. P., and Hall, J. March-and-reach: A realis-
tic ladder climbing technique. In 2015 IEEE Symposium on 3D UserInterfaces (3DUI) (2015), IEEE, pp. 15–18.
[26] Langbehn, E., Lubos, P., and Steinicke, F. Redirected spaces: Going
beyond borders. In 2018 IEEE Conference on Virtual Reality and 3DUser Interfaces (VR) (2018), IEEE, pp. 767–768.
[27] McCullough, M., Xu, H., Michelson, J., Jackoski, M., Pease, W.,
Cobb, W., Kalescky, W., Ladd, J., and Williams, B. Myo arm: swing-
ing to explore a ve. In Proceedings of the ACM SIGGRAPH Symposiumon Applied Perception (2015), pp. 107–113.
[28] Medina, E., Fruland, R., and Weghorst, S. Virtusphere: Walking in
a human size vr “hamster ball”. In Proceedings of the Human Factors andErgonomics Society Annual Meeting (2008), vol. 52, SAGE Publications
Sage CA: Los Angeles, CA, pp. 2102–2106.
[29] Nabiyouni, M., Saktheeswaran, A., Bowman, D. A., and Karanth,
A. Comparing the performance of natural, semi-natural, and non-
natural locomotion techniques in virtual reality. In 2015 IEEE Sympo-sium on 3D User Interfaces (3DUI) (2015), IEEE, pp. 3–10.
[30] Nagao, R., Matsumoto, K., Narumi, T., Tanikawa, T., and Hirose,
M. Walking up virtual stairs based on visuo-haptic interaction. In
ACM SIGGRAPH 2017 Posters. 2017, pp. 1–2.[31] Nagao, R., Matsumoto, K., Narumi, T., Tanikawa, T., and Hirose, M.
Ascending and descending in virtual reality: Simple and safe system
using passive haptics. IEEE transactions on visualization and computergraphics 24, 4 (2018), 1584–1593.
[32] Nigatu, T. Qualitative data analysis, 2009. Last accessed 29 May 2020.
[33] Nilsson, N. C., Serafin, S., and Nordahl, R. The perceived natural-
ness of virtual locomotion methods devoid of explicit leg movements.
In Proceedings of Motion on Games. 2013, pp. 155–164.[34] Nilsson, N. C., Serafin, S., Steinicke, F., and Nordahl, R. Natural
walking in virtual reality: A review. Computers in Entertainment (CIE)16, 2 (2018), 1–22.
[35] Noma, H. Design for locomotion interface in a large scale virtual
environment. ATLAS: ATR Locomotion Interface for Active Self Motion64 (1998), 111–118.
[36] Peck, T. C., Fuchs, H., andWhitton,M. C. Evaluation of reorientation
techniques and distractors for walking in large virtual environments.
IEEE Transactions on Visualization and Computer Graphics 15, 3 (2009),383–394.
[37] Peck, T. C., Fuchs, H., and Whitton, M. C. Improved redirection
with distractors: A large-scale-real-walking locomotion interface and
its effect on navigation in virtual environments. In 2010 IEEE VirtualReality Conference (VR) (2010), IEEE, pp. 35–38.
[38] Powell, W., Stevens, B., Hand, S., and Simmonds, M. Blurring the
boundaries: The perception of visual gain in treadmill-mediated virtual
environments. In 3rd IEEE VR 2011 Workshop on Perceptual Illusions in
19
Virtual Environments (2011).[39] Razzaqe, S., Kohn, Z., and Whitton, M. C. Redirected walking.
Citeseer, 2005.
[40] Ribo, M., Pinz, A., and Fuhrmann, A. L. A new optical tracking
system for virtual and augmented reality applications. In IMTC 2001.Proceedings of the 18th IEEE Instrumentation and Measurement Technol-ogy Conference. Rediscovering Measurement in the Age of Informatics(Cat. No. 01CH 37188) (2001), vol. 3, IEEE, pp. 1932–1936.
[41] Rolland, J. P., Davis, L. D., and Baillot, Y. A survey of tracking
technologies for virtual environments. In Fundamentals of wearablecomputers and augmented reality. CRC Press, 2001, pp. 83–128.
[42] Sanchez-Vives, M. V., and Slater,M. From presence to consciousness
through virtual reality. Nature Reviews Neuroscience 6, 4 (2005), 332–339.
[43] Schwind, V., Knierim, P., Haas, N., and Henze, N. Using presence
questionnaires in virtual reality. In Proceedings of the 2019 CHI Con-ference on Human Factors in Computing Systems (New York, NY, USA,
2019), CHI ’19, Association for Computing Machinery.
[44] Slater, M. A note on presence terminology. Presence connect 3, 3(2003), 1–5.
[45] Slater, M., Usoh, M., and Steed, A. Taking steps: the influence of a
walking technique on presence in virtual reality. ACM Transactions onComputer-Human Interaction (TOCHI) 2, 3 (1995), 201–219.
[46] Souman, J. L., Giordano, P. R., Schwaiger, M., Frissen, I., Thümmel,
T., Ulbrich, H., Luca, A. D., Bülthoff, H. H., and Ernst, M. O.
Cyberwalk: Enabling unconstrained omnidirectional walking through
virtual environments. ACM Transactions on Applied Perception (TAP) 8,4 (2008), 1–22.
[47] Suma, E. A., Azmandian, M., Grechkin, T., Phan, T., and Bolas, M.
Making small spaces feel large: infinite walking in virtual reality. In
ACM SIGGRAPH 2015 Emerging Technologies. 2015, pp. 1–1.[48] Suma, E. A., Clark, S., Krum, D., Finkelstein, S., Bolas, M., and
Warte, Z. Leveraging change blindness for redirection in virtual
environments. In 2011 IEEE Virtual Reality Conference (2011), IEEE,pp. 159–166.
[49] Suma, E. A., Lipps, Z., Finkelstein, S., Krum, D. M., and Bolas, M. Im-
possible spaces: Maximizing natural walking in virtual environments
with self-overlapping architecture. IEEE Transactions on Visualizationand Computer Graphics 18, 4 (2012), 555–564.
[50] Sun, Q., Wei, L.-Y., and Kaufman, A. Mapping virtual and physical
reality. ACM Transactions on Graphics (TOG) 35, 4 (2016), 1–12.[51] Sutherland, I. E. The ultimate display. Multimedia: From Wagner to
virtual reality 1 (1965).[52] Takala, T. M., and Matveinen, M. Full body interaction in virtual
reality with affordable hardware. In 2014 IEEE Virtual Reality (VR)(2014), IEEE, pp. 157–157.
[53] Templeman, J. N., Denbrook, P. S., and Sibert, L. E. Virtual loco-
motion: Walking in place through virtual environments. Presence 8, 6(1999), 598–617.
[54] Usoh, M., Arthur, K., Whitton, M. C., Bastos, R., Steed, A., Slater,
M., and Brooks Jr, F. P. Walking> walking-in-place> flying, in virtual
environments. In Proceedings of the 26th annual conference on Computergraphics and interactive techniques (1999), pp. 359–364.
[55] Vasylevska, K., and Kaufmann, H. Towards efficient spatial compres-
sion in self-overlapping virtual environments. In 2017 IEEE Symposiumon 3D User Interfaces (3DUI) (2017), IEEE, pp. 12–21.
[56] Vasylevska, K., Kaufmann, H., Bolas, M., and Suma, E. A. Flexible
spaces: Dynamic layout generation for infinite walking in virtual envi-
ronments. In 2013 IEEE Symposium on 3D User Interfaces (3DUI) (2013),IEEE, pp. 39–42.
[57] Vasylevska, K., Kaufmann, H., and Khrystyna, V. Influence of
vertical navigation metaphors on presence. In Challenging Presence-Proceedings of 15th International Conference on Presence (ISPR 2014)(2014), pp. 205–212.
[58] Wilson, P. T., Kalescky, W., MacLaughlin, A., and Williams, B. Vr
locomotion: walking> walking in place> arm swinging. In Proceedingsof the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuumand Its Applications in Industry-Volume 1 (2016), pp. 243–249.
[59] Witmer, B. G., Jerome, C. J., and Singer, M. J. The factor struc-
ture of the presence questionnaire. Presence: Teleoperators & VirtualEnvironments 14, 3 (2005), 298–312.
[60] Witmer, B. G., and Singer, M. J. Measuring presence in virtual
environments: A presence questionnaire. Presence 7, 3 (1998), 225–240.[61] Yakovlev, K., Baskin, E., and Hramoin, I. Grid-based angle-
constrained path planning. In Joint German/Austrian Conference onArtificial Intelligence (Künstliche Intelligenz) (2015), Springer, pp. 208–221.
20
TRITA -EECS-EX-2020:489
www.kth.se