A User Experience Study of Locomotion Design in Virtual Reality Between Adult and Minor Users Virtual reality (VR) is an important new technology that is fundamentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are onesizefitsall, the user experience of the content interface and user interaction for children is not well understood compared to that for adults. In this study, we seek to explore user experience of locomotion in VR between healthy adults and healthy minors along both objective and subjective dimensions. We design the experiment where subjects complete a task of moving the body and touching underwater animals using VR controllers. The locomotion in VR is implemented using one of four different modalities, as well as using realworld walking without wearing the VR headset as the baseline. Our results show that physical body movement that mirrors realworld movement exclusively is the least preferred by both adults and minors. However, within the different modalities of controller assisted locomotion, there are variations between adults and minors for preference and challenge levels.

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.