Comparative User Experience of VR Locomotion: Cyberith Virtualizer ELITE 2, Virtuix Omni Pro, and Free Walking
Abstract
Virtual reality (VR) locomotion platforms enhance immersion but introduce varied user experiences. This study comparatively evaluated the Cyberith Virtualizer ELITE 2, Virtuix Omni Pro, and controller-based Free Walking to assess their physical and emotional demands, operability, safety, and user preference. A user study with 31 participants involved performing standardized tasks across all three methods, utilizing questionnaires (including SSQ) and performance metrics. Free Walking emerged as the most preferred method, offering superior control and the fastest task completion, and was perceived as the least physically and emotionally demanding. However, omnidirectional treadmills presented notable trade-offs. The Virtuix Omni Pro, despite being perceived as the most physically and emotionally demanding, surprisingly induced the lowest levels of cybersickness (SSQ scores) and resulted in the fewest task errors. In contrast, the Cyberith Virtualizer ELITE 2, while offering a more natural walking feel and better perceived operability than the Omni, led to the highest cybersickness levels and slower task completion. These findings reveal a critical divergence between subjective user perception and objective physiological impact in VR locomotion, highlighting a complex interplay between perceived effort and physiological response.
Keywords: VR Locomotion, Omnidirectional Treadmill, User Experience, Cybersickness, Human, Computer Interaction, Cyberith Virtualizer ELITE 2, Virtuix Omni Pro, Free Walking
DOI: 10.54941/ahfe1007663
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