On the Usability of Consumer Locomotion Techniques in Serious Games: Comparing Arm Swinging, Treadmills and WalkinPlace When we refer to locomotion in Virtual Reality (VR) we subtend a vast and variegated number of investigations, solutions and devices coming from both research and industry. Despite this richness, a consolidated methodology for evaluating the many locomotion techniques available is still lacking. The present paper extends a previous work in which authors performed a user studybased comparison between two common locomotion techniques, i.e., Arm Swinging, and an omnidirectional treadmill with a containment ring. In the study, users were engaged in a realistic immersive VR scenario depicting a fire event in a road tunnel. Remaining adherent to the previously defined methodology, the current work widens the comparison to consider two other locomotion methods (keeping results obtained with the former technique above for reference purposes), namely, a different treadmill constraining the user through a topmounted independent support structure, and WalkinPlace, a technique which allows the user to move in the virtual environment by performing a natural marching gesture by exploiting two sensors placed on his or her legs.

A Makerspace Foot Pedal and Shoe AddOn for Seated Virtual Reality Locomotion Virtual reality advances are constantly pushing the envelope of what is possible in the realm of humancomputer interaction to provide more engaging and immersive experiences. Recent trends in consumer virtual reality are seeing the development of standalone headsets providing portable wireless experiences. However, one aspect of VR that is still in need of improvement is userfriendly, immersive, intuitive, and effective locomotion. Currently, commodity locomotion is achieved through teleportation, gamepadbased, or roomscale locomotion, unlike highend systems featuring omnidirectional treadmills that require higher investment and specialized infrastructure. Proper virtual reality locomotion can increase immersion, presence, and allow effective interactions that can positively impact applications in health care, education, training, and safety. In this paper, we present a preliminary usability study on seated virtual reality locomotion employing consumerlevel devices, teleportation, and two custommade devices employing 3D printing and open electronics as an alternative for walking in VR.