
and may refer to a visual display, an audio display, or a motion display (motion
platform or treadmill). When a user is walking on a treadmill, does visual dis-
play match how fast she feels she is walking? With a walk-in-place interface,
when the user takes a virtual step, does the step length feel consistent with
her expectation? Some researchers have found that when a user is physically
pushed in a cart at some acceleration, and the virtual viewpoint moves at the
same acceleration in the virtual scene, the user often feels that the virtual accel-
eration (seen) and the real acceleration (felt) do not match up (Harris, Jenkin, &
Zikovitz, 1999). One theory is that the mismatch could be due to the narrow
FOV in systems that have the user wear an HMD. Whatever the reasons, you
should query your test users as to whether the distance, velocity, and/or accel-
eration of the displayed movement feels too fast or too slow, and adjust it
accordingly.
You can also test how well the locomotion interface preserves the user’s
spatial awareness. Peterson and colleagues (1998) had users move through a vir-
tual maze and then had them point toward the location in the virtual maze from
which they started. He compared the pointing accuracy of two different loco-
motion interfaces. Iwata and Yoshida (1999) compared the shape of the path
that users took when walking in the real world and when using the Torus
treadmill.
4.5.4 Simulator Sickness
When designing a whole-body locomotion interface, you should pay careful atten-
tion to the extent the interface induces simulator sickness in users, and decide
whether a certain amount of sickness is acceptable for a particular application.
The most common way of measuring simulator sickness is Kennedy’s simulator
sickness questionnaire (SSQ) (Kennedy et al., 2003).
The SSQ consists of 16 multiple-choice items, and results in an overall sick-
ness score as well as three subscores. It can be administered to a test user very
quickly, but because the scores vary greatly from person to person, large numbers
(many dozens) of test users must be used. Also, the experimenter must not
administer the SSQ to test users before they use the locomotion interface, as there
is evidence that using the SSQ in a pre-exposure/postexposure fashion causes
users to report more sickness in the postexposure test than users who have the
same virtual locomotion experience, but take the test only after exposure (Young,
Adelstein, & Ellis, 2006). The SSQ was developed from an analysis of over a thou-
sand flight simulator sessions by U.S. Navy and Marine pilots. In our experience
with whole-body locomotion interfaces, rather than comparing the SSQ scores
of test users to the sickness levels reported by military pilots, it is more useful
to compare SSQ scores between different locomotion interfaces (or different
versions of the same interface).
4 Locomotion Interfaces
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