The basement of Hershel's lab is unowned, so you can loot any item you see as you wish. If you spoke to Hershel and convinced him to turn over the key, he will have in turn given you a key for his box in the basement. The box is in the back of the room, but be warned: it's trapped. When you start to open the box, you'll trigger an explosion that will likely hurt the whole party. However, it's non-lethal.

While in the basement, notice there's another room to the northwest that it seems you cannot access. You can throw the teleport pyramid through the window and loot everything inside. This is Grutilda's secret room, so don't go upstairs there, or she'll be upset!


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You'll then find the wizard's house. Speak to the men and orcs at the front door. You'll learn what they're doing there, but they can't get in. A blue portal blocks the way. You can sequence-break here by throwing one of your teleporter pyramids through it, but that's not advised. You'll be going in soon enough. Speaking to them will help advance a quest.

Take the key, then head back to where the river cuts through the center of the town. You'll see a nearby rock that can be interacted with. Break it with your weapon to reveal a hatch, and enter it to continue.

You'll teleport to the west room. It's safe, and you'll want to throw the lever between the beds. Save again if you've made it so far, then exit the room. You'll want to head toward the northwest room, but each doorway is guarded by a mine. Again, avoid the very center of the doorway. Move as slow as you possibly can.

Locomotion (how people move through space) is a component of navigation in VR applications. Many different locomotion techniques have been developed to allow users to travel inside Immersive Virtual Environments (IVEs), including using game controllers or joysticks [11, 32], walking in place [37], teleportation [8], redirected walking [29], and arm swinging [10]. Some locomotion methods enable users to walk through IVEs physically; however, most instead require users to move through an IVE using some level of abstraction (e.g., a handheld device or via partial gait).

Due to the recent availability of consumer Head-Mounted Displays (HMDs), people are using HMDs in all sorts of different locations. This underscores the need for locomotion methods that allow users to move through large IVEs when occupying a small physical space or even seated. Joystick-based motion and teleportation are commonly used locomotion methods that support motion through an IVE, even while seated or standing in a small area. When using joystick-based locomotion, users employ some sort of controller (e.g., a joystick, a touchpad, or a trackball) to direct their motion in the IVE. For teleportation, users first indicate where they want to move to, activate the teleporter, and are instantaneously moved to that position. They can indicate where they want to move using a controller or pointing gestures [4, 7, 8].

Langbehn et al. [22] compared joystick, teleportation, and redirected walking. Their results showed that travel time was the shortest for teleportation, and the joystick had the highest VR sickness. In addition, no difference has been found in presence scores between the three locomotion methods, but teleportation and redirected walking were most preferred [22]. As well, comparing teleportation to three virtual locomotion techniques, including the joystick method, joystick with tunneling (with a restricted field of view), and body tilt, showed no difference in presence. However, the quality of the experience was significantly higher for teleportation [40].

Coomer et al. [11] examined four locomotion methods: arm cycling, joystick, teleportation, and point-tugging (users select a point in space and pull themselves toward it by pushing on a button on a controller). They found that teleportation and arm-cycling had lower simulator sickness than joystick and point-tugging. In addition, users walked farther by teleportation than the other three methods. Moreover, teleportation caused more spatial disorientation than others, so they looked around more [11].

Navigation Activity . In this activity, participants were supposed to complete 10 trials each time they performed the activity (each session). During each trial, participants were asked to navigate through a maze-like environment (see Section 3.3 for details). As part of the trial, they had to find a key to open a locked door leading to the exit. Upon reaching the exit, participants were asked to point in the direction of where they found the key and where they had begun the trial. Participants were randomly assigned to one of two between-subject conditions in the navigation activity: the teleportation or the joystick-based locomotion condition. They were asked to complete this activity four times, once each week. They did not receive feedback on their performance during experiment implementation to minimize learning impacts. Participants could quit the session at any time due to the risk of cybersickness associated with this activity. In addition, participants completed the Simulator Sickness Questionnaire (SSQ) [20] and the iGroup Presence Questionnaire (IPQ) [34] for each session.

Locomotion was implemented using VRTK 42 and VRTK Prefabs v1.1.8 [13]. Joystick locomotion was calibrated to move participants at a constant speed of 2.25 m per second, equivalent to a fast walk. Pushing forward on the joystick would translate participants in the direction they were facing; participants could move side-to-side or backward by pushing the joystick in the appropriate direction. A dead zone of 10% was used to prevent very slight adjustments of the joystick from moving participants. Teleportation was implemented where participants pressed down on the trigger to activate a parabolic raycast that could be used to select where they wanted to move to. Once they had indicated where they wanted to move using the raycast, participants released the trigger to teleport to that location. Teleportation occurred instantaneously without any fading of the scene view. The maximum distance participants could teleport at once was 10 m.

Sixteen of our 20 participants completed all four sessions. Of these participants, 6 were in the joystick condition and 10 were in the teleportation condition. Although we asked participants to complete 10 trials per session, they completed an average of 5.9 trials per session in joystick mode and 8.2 trials per session in teleportation mode. The higher drop rate for the joystick condition can likely be attributed to the increased cybersickness associated with joystick-based locomotion. In total, 141 trials were completed in the joystick condition and 321 trials were completed in the teleportation condition.

The time required to complete a trial decreased by 22.95 seconds for each additional completed session (Figure 3). Additionally, the time taken to complete the trial decreased by 72.51 seconds compared to the joystick when using teleportation. However, the two-way interaction effect between Session and Condition [Teleportation] indicates that the effect of Session was less pronounced for participants who used teleportation such that the effect of Session decreased by 12.10 seconds when using teleportation.

The baseline error predicted by the model was \(33.79\). This error decreased by \(3.85\) for each additional Session completed and decreased by \(3.85\) for each additional trial completed. The effect of Trial on error was moderated by Session such that the effect of Trial diminished by \(1.15\) for each additional session completed, indicating that the effect of Trial on error diminished as participants completed more sessions. Similarly, the effect of Trial on error was moderated by Condition such that the effect of Trial diminished by \(3.47\) when in the teleportation condition, indicating that Trial had little effect on error when participants moved via teleportation. However, the three-way interaction indicates that the effect of Trial on error became meaningful as Session increased. The effect of Trial in the teleportation condition decreased error by an additional \(1.28\) for each additional session completed.

Regarding RQ3 and RQ4, the present findings shed light on the anticipated effects of locomotion on sickness in the context of VR experiences. Our study revealed that teleportation exhibited a notable association with reduced feelings of overall sickness \((\mu = -5.46, p = 0.041)\) and oculomotor discomfort \((\mu = -10.09, p = 0.018)\). These results align with previous expectations and provide empirical evidence supporting the potential benefits of teleportation as a preferred locomotion technique to mitigate sickness symptoms.

The effects of the session were less pronounced on sickness and presence. Feelings of disorientation were reported to increase across sessions \((\mu = 1.53, p = 0.043)\), but no effects of the session were observed for the other measured dimensions of simulator sickness. An interaction effect between session and locomotion method on disorientation was also observed where the effect of session on disorientation was diminished for participants who moved via teleportation \((\mu = -1.98, p = 0.048)\).

Due to its multimodal nature virtual reality technology imposes new challenges, for example, when it comes to navigating through a virtual environment. Joystick-based controls and teleportation techniques support only limited self-motion experiences, ...

We compared two common techniques of controller-based locomotion (teleportation and steering locomotion) in virtual reality (VR) in terms of the cybersickness they produce. Participants had to continuously navigate a commercial VR application for 16 ...

Illusory Orb

There's a magical orb which you fling in a straight line and it does damage to enemy units it hits. You activate that by hitting Q and then clicking the direction of travel. You can press D at any point to teleport to the orb's location so you can see how that would be useful. You fling it out, it does damage and then you can choose to teleport, perhaps to escape or perhaps to land in front of the enemy hero so you can use more of your skills or bodily block their escape. You can use skills and items between pressing Q and pressing D as well. be457b7860

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