# Efficacy of Virtual Reality in Painting Art Exhibitions Appreciation
## 1 Introduction
### Locomotion/Interaction in VR  
VR systems require harmonious coordination among interaction, locomotion, audio, visual, and task design, in order to provide users with a good immersive experience. The locomotion operation will affect users' comfort, dizziness, and convenience. Teleportation is one of the most common locomotion techniques in VR systems [21]. By teleportation, the user uses a joystick or the center of sight, selects a point in the environment, and then moves to it. The dizziness caused by teleportation is relatively negligible. [PERSON] and [PERSON] [22] compared the influences of joystick, teleportation, and body leaning on the movement completion time, subjective feelings (headache, nausea, eye soreness, and overall feeling), presence, and usability. The research results show that teleportation has the shortest movement completion time, the lowest nausea, and the highest usability, while body leaning has similar results to the joystick, with the exception of the movement completion time, which is shorter than that of the joystick. However, the authors also pointed out that, as there is clear space or only low obstacles between the movement paths, teleportation is better than the other two methods. [PERSON] et al. [23] found that when moving around large obstacles, the joystick has a shorter operation time than teleportation, and pointed out that by using teleportation, users tend to lose their sense of direction when teleporting to a destination. [PERSON] et al. [24] evaluated the influencesof arm swinging, KATWalk (an omnidirectional treadmill with a containment ring) and walk-in-place on usability, motion sickness, and task performance, and found that KATWalk has significantly lower usability than the other two methods, while the other results are similar, which shows that, instead of using an external assisting device, it is only necessary to hold the joystick with both hands and swing back and forth or install sensors on the lower limbs and simulate walking movements, in order to achieve the same movement effect in the VR environment. [PERSON] et al. (2015) evaluated eight VR mobile techniques, including redirected walking, walk-in-place, stepper machine, point and teleport, joystick, trackball, hand flapping, and flying, and the results showed that, compared with other methods, point and teleport, joystick, and redirected walking have higher subjective preferences and lower dizziness, which makes them more suitable for room-scale environments. In addition to the handheld joystick, upper-arm swings, lower-limb swings, or body leaning, movement can also be controlled using the head or eyeballs. [PERSON] and [PERSON] (2016) evaluated the differences in operation performance among eye-tracking selection, head-tracking selection, and both eye-tracking and head-tracking selection, and the results showed that both the movement time and error rate of the head-tracking selection are the lowest, while both the movement time and error rate of the eye-tracking selection are the highest, which is probably because the eye-tracking system has low accuracy and stability. In addition, the author recommended that the size of the target should be greater than the viewing angle by 3 to facilitate user alignment. The results of [PERSON] et al. (2017) are the opposite. The research data showed that the operation time, error rate, and head movement angle of the eye-tracking selection are all lower than those of the head-tracking selection. The author pointed out that the reason may be that the eye-tracking used by the research has better system performance.