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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Walking in VR: Measuring Presence and Simulator Sickness in First-Person Virtual Reality Games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Manuel Lopez Iban~ez</string-name>
          <email>manuel.lopez.ibanez@ucm.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Peinado</string-name>
          <email>email@federicopeinado.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Ingenier a del Software e Inteligencia Arti cial Universidad Complutense de Madrid c/ Profesor Jose Garc a Santesmases 9</institution>
          ,
          <addr-line>28040 Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Presence is often used as a quality measure for virtual reality experiences. It refers to the sensation of \being there" that users feel while wearing a head-mounted display. In contrast, simulator sickness refers to the feeling of unease of some users while experiencing virtual motion. Nowadays, many virtual reality games do not allow the player to walk, trying to minimize the generation of unpleasant symptoms. This study explores how presence is a ected by the ability to walk in VR games, as well as how simulator sickness actually grows when the player takes a virtual stroll. For this purpose, two prototypes of a small puzzle were built. In the rst one, the player is able to walk, whereas the second one does not allow the user to move in any way. Presence and simulator sickness were measured using standard questionnaires while real players faced our puzzle. The results point to a strong correlation between the action of walking and an increment of the level of presence achieved by the subjects. However, there is no clear correspondence between walking and simulator sickness in our experiment. This last observation opens the way for further research and questioning of early studies about simulator sickness, as technical di erences between current virtual reality devices and older ones may in uence how uncomfortable users feel while wearing them.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual Movement</kwd>
        <kwd>Virtual Environments</kwd>
        <kwd>Head-Mounted</kwd>
        <kwd>Displays</kwd>
        <kwd>Human-Computer Interaction</kwd>
        <kwd>Interactive Multimedia</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In spite of the big success virtual reality (VR) is experiencing these days, most
games designed for VR headsets do not include one fundamental feature: the
ability to walk in a rst-person (FP) perspective through the virtual
environment. The reason for making this decision is that both academics and developers
seem to agree that such an immersive virtual movement produces a disagreeable
e ect known as simulator sickness (SS). However, this presumption is based on
dated papers [1{3] which were not written taking into consideration current
advances in VR technologies and experiences. We are interested in knowing how
relevant walking inside a VR environment is for achieving higher presence levels,
as well as checking whether the mere act of walking actually increases SS.</p>
      <p>Thus, the aim of this research is to measure how presence is related to the
action of walking in a FP VR environment, and to check how this relation is
connected to SS when using a speci c VR device: the Oculus Rift Development
Kit 2. The alternative hypothesis (H1) is that presence increases when the user is
able to walk in a VR experience, while the null hypothesis (H0) is that presence
does not change at all.</p>
      <p>
        Usoh, Arthur, Whitton et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] have already stated that oculomotor
discomfort, one of the diagnostic subscales of the Simulator Sickness Questionnaire
(SSQ) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] increased when virtually walking or ying, and so reduced the level of
presence achieved while exposed to VR. However, VR devices and games have
changed signi cantly since 1999, and now allow more comfortable experiences,
which means there could be di erences in the level of SS felt while moving in a
VR environment.
      </p>
      <p>
        Presence [5{7] is a widespread way of measuring the capacity of an interactive
experience to make its users feel \they really are" in a virtual environment.
Experts in this eld, however, refer to this concept in a variety of ways [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The
most common are: telepresence, which is the capacity of a virtual environment
to create an illusion of \being there", and social presence, which describes the
feeling of \being there with another" and analyses, for example, interactions
between real and virtual humans when they confront each other. For this article,
we have picked the de nition of presence that refers to a \transportation" [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] of
the user's conscience to a virtual environment, which is useful when evaluating
the kind of situations that will be described throughout this paper. Moreover,
as there are not any interactions with human-like characters in our experiment,
the concept of social presence lacks relevance.
      </p>
      <p>
        Besides, now that virtual reality is becoming a commonly available
technology, and considering how high is the game industry's contribution to its
popularization, it would be useful to gather presence measures and relate them to SS
uctuations. Simulator sickness is a byproduct of high quality simulation
technologies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Vection, a \visually induced illusory self-motion" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], is considered
to be at the root of SS, and acceleration seems also more important than speed
when it comes to generating SS [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>The concept of SS refers to the feeling of unease generated by a simulation
in which the user experiences virtual motion that is not synchronized with real
movements of his or her body. Devices like the HTC Vive let users move to a
certain extent, and re ect real-world movement inside the experience with very
low latency (with a target of around 11 ms from moving the head to perceiving
the e ects of that movement). However, their tracking capacities are not enough
to allow a player to walk long distances in VR | just up to an area of 5 x 5
meters.</p>
      <p>
        Previous studies [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ] have already shown video games are a type of
simulation that can increase SS. Serge &amp; Moss [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] also stated that SS did not seem
to change between observational and navigational tasks while using an Oculus
Rift, but it did rise over time in both experiences.
      </p>
      <p>Earlier studies [4, 14{16] suggest that virtual walking representation
techniques have in uence over presence in virtual environments. However, they do
not go deep into the relation between staying still or walking and presence. That
is why we designed the following experiment, aiming at discovering how an
independent boolean variable (walking or not walking) is related to two numerical
variables: presence and SS.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Experiment Design</title>
      <p>
        During this investigation, we used a series of principles to design two virtual
reality experiences which constitute the main core of our experiment. Sherman &amp;
Craig [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] de ned four key elements of virtual reality: virtual world, immersion,
sensory feedback and interactivity. Those elements are contained in a virtual
reality system, which has inputs (user and world monitoring) and outputs
(visual, aural, haptic and vestibular displays). We used this taxonomy to create two
experiences which explicitly contained all of the described elements that can be
considered when using a HMD like the Oculus Rift Development Kit 2.
      </p>
      <p>
        In our simulation, walking was similar to what Usoh, Arthur, Witton et al.
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] de ne as ying |that is, locomotion along head direction, with an absence
of real world walking movement. In order to navigate the virtual environment,
the player could use the left stick of a standard Xbox 360 controller. Forward
movement would follow the direction of the player's camera, while it was also
possible to move sideways (strafe ) and back. The speed of the camera while
moving was similar to that of a human while jogging (approximately 2 m=s),
and acceleration depended on the amount of tilting of the controller's left stick.
This kind of movement is how walking is usually implemented in a conventional
rst-person game. There was no head bobbing when moving.
      </p>
      <p>So as to measure the e ect of walking on presence and SS, we built two
slightly di erent VR game prototypes. Both of them were based on a small
puzzle that had to be resolved to trigger the end of the experience; however,
they presented di erences in the distribution of in-game elements, as we will
explain later.</p>
      <p>These prototypes were made in Unreal Engine 4, and used some free assets
from the video game In nity Blade (made available for use with this engine by
its developer, Epic Games), together with some self-made assets.</p>
      <p>
        The above-mentioned categories de ned by Sherman &amp; Craig [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] were used
to design the content of both experiences in the following way:
{ Inputs:
{ World input and persistence: The virtual world was responsive and
behaved in a realistic manner. The player could collide with walls and
objects, and a physics engine was implemented, so that smaller objects
could be moved thanks to the force of gravity and the impulses coming
from the player.
{ User input and monitoring: Input from the player was collected by using
two devices. On one hand, the HMD built-in positional tracker was used
to track the head; on the other, a Xbox 360 gamepad was used to track
player movement.
{ Outputs:
{ Visual outputs: An Oculus Rift was used as the visual output during
both experiences. Its screen has a resolution of 960 x 1080 pixels per
eye, and a maximum refresh rate of 75 Hz, which was stable in both
experiences.
{ Aural outputs: Every user wore a pair of headphones (JVC
HA-S400B) during the experiment. This was the only source of aural output
used. The prototypes included both ambient sound and responsive sound
(when the player stepped over a metallic object, for example).
{ World representation: The world had a low abstraction level, and the
user could easily face all visual elements required for the completion of
the puzzle. Both experiences took place in the same virtual world, the
only di erence being the position of key elements.
      </p>
      <p>A neutral subject was asked to identify all actions and elements present
in both experiences while wearing a HMD, so as to ensure the noticeable core
elements were the same. This subject is a 25 years old male, with a background in
Computer Science, and no knowledge about this experiment beforehand. When
he was told to separate actions and game elements present in the two prototypes,
he identi ed the following ones:
{ Game actions: move, look at, interact and listen.
{ Game elements: walls, oor, rocks, ceramic and metal objects, windows,
ceiling, pedestals, orbs of three di erent colours, statues, re, fog e ects,
sounds and ambiance.</p>
      <p>The rst scenario (W ) (see gures 1 &amp; 2) consisted on a 3D environment that
the user could explore by using the speci ed HMD and game controller. This
environment contained a puzzle which could be resolved by following a series of
steps: the player had rst to walk towards one of the three statues (S), located
behind a pillar (P ) on top of which there was a lit orb. This orb could be red,
green or blue, depending on its position. Once in front of one of the statues, the
player had to extinguish a re that the statue held in her hands by pressing the
'A' button in the controller (an in-game tooltip indicated which button to press).
The correspondent orb would also turn o as a result, leaving only the other two
lit. The player had to repeat this process until no orbs were lit. Then, a gate
would open in the place where the player rst spawned (I ). If the player stepped
through it, the experience ended, and the puzzle was considered resolved.</p>
      <p>S P WPSI P S P S NPSWI S P
Fig. 1. Schematic representation of the layout of the two prototypes.</p>
      <p>Fig. 3. View of a section of the 3D environment designed for not walking.</p>
      <p>The second scenario (N W ) (see gures 1 &amp; 3) was designed in a similar
fashion, and contained the same puzzle, but in-game elements were distributed
in a way that made all of them accessible from the player's spawn location. The
only movement allowed for the player in this case was to rotate their head |
and so, the camera view. The solution to the puzzle was, however, the same: the
player had to turn o three res so that the gate appeared in the spawn location.
This gate acted as a portal in this case, activating and ending the experience as
soon as the lights turned o .
2.1</p>
      <sec id="sec-2-1">
        <title>Measures</title>
        <p>
          The measures collected during the experiment were the following:
{ Presence questionnaires: The Slater-Usoh-Steed Questionnaire (SUS) [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]
was used in conjunction with the Temple Presence Inventory (TPI) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
Results were normalized in order to be able to compare them for veri cation
purposes.
{ Simulator Sickness Questionnaire: The Simulator Sickness Questionnaire
(SSQ) [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] was also used to measure the level of sickness of each user after
the experience.
{ Completion of the in-game puzzle: We also measured if the player nished
the experiment by completing the puzzle or not. The puzzle was optional,
and this was told to every subject before beginning the experiment.
        </p>
        <p>Only the engagement, spatial presence and perceptual realism subscales of
the TPI were used, due to the nature of our experiment. Social presence, social
richness and social realism were not interesting in this case, as there are not
social interactions throughout the experiences.</p>
        <p>All users were asked simply to play each game, and then to answer a series of
questions about it. The order in which questionnaires were o ered to the subjects
was determined by the need of passing the SSQ rst, while the potential e ects
of SS were still active. SUS and TPI came after it, in that order.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Demography</title>
        <p>Our experimental group was a set of 12 subjects that went through both
experiences, so as to be able to compare their reactions to them. Half of them did the
two experiments in one order; while the other half did them inversely. Besides,
none of the subjects who took part in the experiment knew about the contents
of the second experience before nishing the rst one.</p>
        <p>To participate in this experiment, all subjects had to sign-up by answering
an email which retrieved the following pieces of information:
{ Name.
{ Age.
{ Gender.
{ Education.
{ VR device familiarity.
{ VR devices present at home.
{ Video game familiarity.</p>
        <p>Among the subjects, 11 (91.67 %) were men, and 1 (8.33 %) was a woman.
Their ages ranged from 18 to 26 years old. About their background, 8 (66.67 %)
had an education in Computer Science, while 3 (25 %) studied a degree related
to Video Game Development and 1 (8.33 %) had studied Graphic Design. About
VR, 4 (33.33 %) of them did not have any familiarity with VR devices, and had
never tested a HMD, while the rest had used at least one VR system; 8 (66.67
%) did not own any VR device, and 4 (33.33 %) had a Google Cardboard at
home. All of them said to be familiar with video games, and declared themselves
frequent players.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results Analysis</title>
      <p>The obtained results point to a strong correlation between the action of walking
and an increment in presence. Both SUS and TPI tests presented a p-value much
lower than 0.05, and both o ered very similar normalized results, as can be seen
in tables 1 and 2. This is relevant if we consider that in-game movement did
not imply real-world motion to any extent. The lack of correspondence between
in-game and real-life motion does not seem to a ect how presence rises when the
user is able to walk (or y, as we could call it) in VR.</p>
      <p>Figures 4 and 5 show subject numbers in the abscissa axis, and normalized
levels of presence achieved in the ordinate axis. Figure 4 presents a more irregular
shape than gure 5, but this seems to be caused by the di erent number of
questions in both tests. The rst one had only 6, whereas the version of the TPI
that we used had 18, which allowed for a less polarized mean. The correlation
is, in both cases, high enough to allow us to think the results of these tests are
consistent.</p>
      <p>Yes
12</p>
      <p>The SSQ, however, o ered results which, in spite of varying between both
prototypes, did not present a signi cant correlation (with a p-value of
approximately 0.12) when processed with a one-way ANOVA, as can be seen in table
3. Walking did not seem to notoriously a ect SS. Only subject number 7 (see
gure 6) presented a clear increment in SS while walking. However, this subject
had de ned himself, before taking part in our experiment, as especially prone to
nausea and motion sickness.</p>
      <p>Yes
12
2.416667
0.201389
0.045718
Notwithstanding the strong relation between the SUS and TPI tests results, the
reduced group of subjects we had to work with leads us to think the obtained
data can be considered reliable just to a certain extent, and should be broadened
in the future. Besides, most voluntaries who took part in the experiment were
men, which means there could exist a genre bias in the data.</p>
      <p>Though the results of both SUS and TPI questionnaires were consistent, it
would also have helped to count on a strongest numeric measure, such as the
data from an electrocardiogram (ECG). This was not possible due to limited
time and resources, but would be desirable in future research.</p>
      <p>SS was not measured over time, as we wanted to check if only the mere act
of walking increased it. However, we do not know the e ects a higher level of SS
granted by a longer experience may have when comparing the results of both
prototypes. Besides, the order in which both experiences were taken could have
in uenced the level of SS achieved.</p>
      <p>Moreover, all of our subjects said to have a notable experience in playing
video games, and some of them had already tested VR devices, which means
they could be more used to virtual motion, and therefore more resistant to
simulator sickness in short and focused experiences as those of our experiment.</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>In conclusion, the results of this experiment negate the null hypothesis (H0) and
enforce our alternative (H1): there is a signi cant di erence between walkable
and non-walkable rst person VR games when comparing the independent
variable to presence. Being able to move longer distances than what the tracking
capacities of the HMD allow, even if there are not real body movements
associated with the act of walking, generates a clear increment in the level of presence
achieved by the player.</p>
      <p>On the other hand, judging solely by the results of this experiment, there does
not seem to be a clear correlation between the act of walking and SS. Though
this may have been caused by the lack of a broader set of subjects, the stable
nature of the results obtained from SUS and TPI presence tests with the same,
narrow group, leads us to think there is actually a lack of SS generation in our
game prototypes. This opens a new line of investigation, as it would be useful to
know if it is related to the technical properties of current VR devices, the design
principles assumed by the authors, or to something else.</p>
      <p>Current game developers could bene t from this combination of results. Most
VR experiences lack the possibility to walk the environment due to a fear of
SS; however, brief and simple experiences like the ones we designed for this
experiment have shown no clear correlation between walking and SS. This paves
the way to more walkable experiences in the future, as we think player movement
is a fundamental asset in modern video games. It allows for complex interaction
while increasing presence, and di erentiates video games from static experiences
which also use a HMD, like VR video.</p>
      <p>Acknowledgements We would like to thank all volunteers who took part in
our experiment for giving us their time and e ort.</p>
      <p>This research was supported through EC funding for the project WHIM
611560 by FP7, the ICT theme, and the Future Emerging Technologies (FET)
programme.</p>
    </sec>
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