Locomotion in virtual environments presents challenges due to differences between the virtual and the real-world space. Teleportation has become standard due to its low effect on cybersickness. However, users often find the method disorienting and difficult over short distances. This is problematic in many gaming scenarios where moderate distances are common. 3D game tend to use "steering" navigation with smooth motion in the environment. So what VR steering causes the least cybersickness
Paper Location: The Effects of Steering Locomotion on User Preference and Accuracy in Virtual Environments
Head mounted displays have become popular, but it is uncertain whether the interactive quality of these systems is sufficient for educational and training applications. This work is a longitudinal study into a variety of VR systems, including a a 3D motion tracked projector, a low end headset, a "standard" headset with a rumble platform, and full hand tracked headset with a 2D treadmill. Unexpectedly, certain interactions failed in some systems and users did not necessarily prefer the highest-end systems.
Paper Location: Ease of Use and Preferences Across Virtual Reality Displays
Cybersickness is a known issue in virtual reality affecting a notable percentage of the populations. However, predicting the level and incidence of cybersickness in new systems is difficult. This work reviewed prior publications to develop three predictive models using demographics, software, and hardware factors and introduces zero-inflated models to compensate for 2-modal effect of those would remain well and those who become ill.
Paper location: Estimating cybersickness from virtual reality applications