MASARYK U N I V E R S I T Y FACULTY OF INFORMATICS Project Tsunami: Alternative Teleportation in VR Bachelor's Thesis TIMOTEJ DZUGAS Brno, Fall 2023 MASARYK U N I V E R S I T Y FACULTY OF INFORMATICS Project Tsunami: Alternative Teleportation in VR Bachelor's Thesis TIMOTEJ DZUGAS Advisor: Ing. Matěj Lang Department of Visual Informatics Brno, Fall 2023 MUNI F I Declaration Hereby I declare that this paper is my original authorial work, which I have worked out on my own. A l l sources, references, and literature used or excerpted during elaboration of this work are properly cited and listed in complete reference to the due source. Timotej Džugas Advisor: Ing. Matěj Lang iii Acknowledgements I am immensely grateful to my advisor, Ing. Matěj Lang, for his invaluable guidance, advice, and feedback throughout this thesis. Additionally, I am thankful for the assistance provided by my consultant, RNDr. Vít Rusňák, Ph.D., in designing the user study. I am also grateful to the H C I Laboratory on F I M U for lending me a V R headset. Lastly, I would like to extend my appreciation to all the participants who took part in the user study. iv Abstract Traditional V R locomotion techniques such as Point and Teleport or joystick are not very efficient for navigating in a big open VR environment. To tackle this problem, this thesis presents a new virtual reality locomotion technique called Tsunami, which curves the surrounding environment towards the user in order to reveal previously inaccessible locations. It is a modification of the Point and Teleport Technique, which was chosen because of its simple controls and low chance of introducing motion sickness. It was simultaneously chosen as a baseline method for a user study that compared it to the two variations of Project Tsunami. The study with 12 participants revealed that the Tsunami techniques use significantly fewer teleports to cover the same distance. The time efficiency and accuracy results were inconclusive and require an extra future analysis. As it is a pilot study, comparisons between the Tsunami variations were also made and showed that the Tsunami without delay is a more viable option in terms of both performance and preference for future use. Keywords VR, locomotion, unity, user study, pilot study v Contents Introduction 1 1 Related Work 2 1.1 VR Locomotion 2 1.2 Locomotion Techniques 2 1.2.1 Point and Teleport 3 1.3 Teleport Techniques Comparison 4 2 Design 7 2.1 Initial Idea 7 2.2 Curving the Environment 8 2.2.1 Curving the Plane 9 2.2.2 Curving the Objects Above the Plane 10 2.3 Collisions with the Curved World 11 3 Technology Used 14 3.1 OculusQuest2 14 3.2 Unity 15 3.2.1 Classes and Components 15 3.3 XR Interaction Toolkit 16 3.4 OpenXR 16 4 Implementation 17 4.1 Surface Shaders 17 4.2 Curving the Environment 18 4.3 Collisions with the Curved World 20 5 User Study 27 5.1 Disclaimer 27 5.2 Participants 27 5.3 Tested Locomotion Methods 28 5.4 Hypotheses 28 5.5 Apparatus 29 5.5.1 The Testing Application 29 5.5.2 Questionnaires 32 v i 5.5.3 Learning Effect 33 5.6 Procedure 33 5.7 Data Processing 34 6 Results 36 6.1 Accuracy Test 36 6.2 Speed Test 38 6.2.1 Teleport Count 39 6.3 User Feedback 42 7 Discussion 45 7.1 Accuracy 45 7.2 Speed 45 7.3 Teleport Count 46 7.4 Motion sickness 47 7.5 Suggestions 47 8 Limitations 48 9 Conclusion 49 Bibliography 51 A A n appendix 54 A . l Appended Files 54 A.2 Consent form 54 A.3 Initial Questionnaire 54 A.4 Middle Questionnaire 55 A.5 Final Questionnaire 56 vii List of Figures 1 VR locomotion typology presented by Boletsis et al. [2]. . 3 2 Point and Teleport presented by Boletsis et al. [2] 4 3 Unity's left-handed coordinate system (source) 8 4 Transformation/i 9 5 Abstraction of transformation fi on plane bent only in z direction 10 6 Pointer ray collisions with standard parabola 12 7 Pointer ray after "flattening" 12 8 Abstraction of construction of a curved pointer ray . . . . 13 9 Oculus Quest 2 controller and buttons used in this thesis 14 10 A plane transformed by the TsunamiPlane. shader . . . . 19 11 Screenshot of TsunamiComplex. shader from Unity editor 20 12 Screenshot of a Training ground 30 13 In-game screenshots of an accuracy test with a long-range target (left: baseline, right: Tsunami) 31 14 In-game screenshot of a speed test (left: baseline, right: Tsunami) 32 15 A participant in the middle of the user study 35 16 Box plot for each of the tested accuracy ranges 36 17 Speed Test times box plots 38 18 Number of teleports for each path in Speed Test 40 19 Visualised paths for each method in one run 41 20 Evaluation of ranking questions from the final questionnaire 42 21 Preference of the methods at short/mid/long range . . . . 43 22 Evaluation of Likert questions from the middle questionnaire 44 Introduction Virtual reality (VR) is becoming increasingly popular in society as a result of continually evolving and more affordable technologies that make V R technology accessible to the general public. It has revolutionized the way people experience virtual worlds, offering immersive environments from the comfort of their homes. Among the many challenges VR developers have to face, locomotion remains a crucial aspect that greatly affects the user experience. The main limiting factor is the physical space the user has available. While traditional Point and Teleport (P&T) [1] has been the primary locomotion technique used in VR applications, offering a solution to motion sickness and being relatively intuitive and simple to use; this thesis proposes a new alternative that will enhance this technique. The main idea of Project Tsunami is to make the classic P&T more efficient in open VR environments such as cities or nature by curving the surroundings towards the user and providing access to previously unreachable places, which should result in cutting the time the user has to spend navigating through dense but open environments. This claim will be validated in a user study that compares Project Tsunami with the baseline P&T in terms of both time efficiency and accuracy. The thesis contains a review of research papers on related work that present different V R locomotion techniques and their typology and comparisons. The following chapters cover the design and implementation of Project Tsunami. Additionally, the thesis covers the design of the user study, its results, and the ensuing discussion. 1 1 Related Work This section discusses the concept of V R locomotion, focusing on the impact on user interaction and experience with motion sickness. It also highlights a literature review on locomotion method studies introducing a new VR locomotion classification typology. The section also discusses a study that compared the most common locomotion methods with insights into their benefits and challenges regarding user experience, immersion, and efficiency. Since this thesis aims to improve the P&T technique, the reader will be acquainted with this method more specifically. 1.1 VR Locomotion In terms of virtual reality, the virtual locomotion technique refers to the techniques used to move and navigate in a virtual environment. It is a crucial component that heavily affects how user experiences and interacts with the environment. Therefore, many methods have been developed to address the problem of translating physical movements into virtual reality in a limited available physical space without causing motion sickness. 1.2 Locomotion Techniques Boletsis et al. [2] conducted a review of the literature on studies published between 2014 and 2017 that assessed VR locomotion techniques. Thirty-six relevant articles, which evaluated at least one locomotion technique and conducted a user study, were selected, resulting in 73 instances of 11 unique VR locomotion techniques. The paper provides a summary of these techniques and makes recommendations for future work. It also suggests a new typology for V R locomotion techniques to aid in the classification of these methods. The two main categories that depended on interaction are physical, such as walking-in-place, redirected walking, arm-swinging, or real-walking, and artificial techniques: joystick, chair-based, head-directed, and teleportation. Each has its own sub-categories, as can be seen in Figure 1. 2 l . RELATED W O R K Interaction typ& Physical VR molion typt VR interaction •J|JUUC Open V R loco m o t i o n t e c h n i q u e VR Ic-comotion Motion-based R o o m s c a l e - b a s e d LsUI UM 1 U UliB Artificial Open Non-continuous walking-in-plece. retfirecled walking, gesture-based, armawinrging. räGriantäfUon Teleponatlon-Qased pomi * wapon Figure 1: V R locomotion typology presented by Boletsis et al. [2]. 1.2.1 Point and Teleport In virtual reality, the Point and Teleport method is a locomotion method that allows users to navigate within a virtual environment by pointing to a specific location and then instantly teleporting to a new position. A straight or parabolic line extends from the controller while the user presses the teleportation button. The user can teleport to a new location indicated by the ray's collision position with the virtual world. Generally, the range and areas for teleportation are limited based on the type of application. This technique and term Point and Teleport was introduced by Bozgeyikli et al. [1] The main advantage of P&T is that it introduces little to no motion sickness but at the expense of breaking the immersion. They conducted two experiments comparing this method to walking-in-place and joystick and a second experiment that added a direction component, in which the user could specify the direction they would be facing after the teleportation. The first experiment's objective was to compare these techniques purely in terms of V R locomotion, with the only goal being navigation. Therefore, the environment was very simple, and no interaction tasks were introduced, which resulted in none of the techniques causing motion sickness. In terms of required effort and difficulty operating, both joystick and P&T over-performed walking-in-place. Moreover, tests were conducted to compare travel times to reach a destination, showing P&T to be the fastest in an environment without obstacles. However, when obstacles were introduced, the joystick performed 3 l . RELATED W O R K better than P&T. The authors discussed this finding and interpreted it as it was most probably caused by a two-second period the user had to be aiming at a new position to teleport. They suggest the use of instant teleportation instead. The second experiment, which added the possibility of specifying direction after teleportation, proved to add no extra usability and even made the experience worse. The Point And Teleport is depicted in the Figure 2 Figure 2: Point and Teleport presented by Boletsis et al. [2]. 1.3 Teleport Techniques Comparison Boletsis et al. [3] also conducted a study where they compared three of the aforementioned locomotion methods: walking-in-place, joystick, and teleportation. The experiment consisted of navigating through a virtual city in order to find a sequence of checkpoints. The findings demonstrate that whereas physical techniques, such as walking-inplace, offer a greater degree of immersion than artificial methods, they also frequently result in a considerable degree of psychophysical 4 l . RELATED W O R K discomfort. Moreover, the artificial approaches are considered easier to use because people are more accustomed to using controllers than moving physically to control their movement in a virtual environment. Teleportation is particularly useful since it allows quick positional changes over longer distances. However, these movements often interfere with the users' sense of immersion in a virtual environment due to their noncontinuous nature of motion. The results also show how similar the teleportation and joystick methods are in the majority of the factors assessed, including competence, challenge, and fatigue; nevertheless, because of its advantages in more effective navigation, teleportation has been demonstrated to be more effective than the joystick approach, which generates a more significant amount of motion sickness. In 2021, a paper by Prithul et al. [4] was written about various teleportation methods. The paper provides a systematic review of improved teleportation techniques and presents results from user studies comparing them to different locomotion techniques. The results from user studies confirm the findings by Boletsis [3] that teleport causes a negligible amount of motion sickness. In most of the studies comparing locomotion techniques, a navigation or search task has been set to be the main task. The only study that measured a mild amount of motion sickness was done by Lindal et al. [5]. They compared a teleport with a tracking system that moved users through the V E on a pre-defined path. The teleportation system was designed to determine the ray's direction by the forward direction of a head-mounted display ( H M D ) . Only a marker indicating the new position on the ground was displayed, which is an unusual implementation compared to the standard teleportation system using controllers that are used in other studies. However, the method still showed fewer sickness symptoms than the tracking technique. Prithul also discusses a few drawbacks of teleportation as a locomotion technique. The first issue is the non-continuous motion of the teleportation. This creates difficulties in interactions between players in multi-user environments such as first-person shooter games, where avatars would instantly appear and disappear, which would cause an undesirable experience. The second disadvantage is the previously 5 l . RELATED W O R K mentioned breaking of the immersion, confirmed by the results of the included studies. The study found that some experiments compared the performance of the enhanced teleportation method with the regular P&T, but no significant difference was observed. However, Prithul points out that this does not necessarily mean that the two methods are equivalent, given the small number of participants in the user studies. None of the improved methods surveyed by Prithul nor studies mentioned outside this thesis resembles the proposed alteration by Project Tsunami, which makes it a new and unique addition to the virtual locomotion technique field. 6 2 Design In this chapter, the origin of Project Tsunami is described, along with the problems that were faced during the initial proof of concept. The theory behind curving the virtual environment is also discussed, and two important transformations that are used throughout this thesis are introduced. The reader will be provided with a clear understanding of the curving process, and the challenges that were overcome during the development of Project Tsunami will be discussed. 2.1 Initial Idea Ing. Matěj Lang introduced the initial idea of Project Tsunami within the PV160: Human-Computer Interaction Laboratory. The project aimed to implement an alternative teleportation system in V R that curves the landscape upwards with every start of the teleportation sequence to select a new destination. The implementation was successful. However, it was missing functionality like collisions outside the curved plane, which allowed users to teleport through objects such as buildings. Moreover, the collisions worked only with flat ground and more complex terrains like hills were not supported. The idea was to treat the virtual ground as a parabola and the teleportation ray as a line in three-dimensional space and find their intersection, which would represent a new position. This approach proved to work but at the expense of ignoring objects above the curved plane. The project was then extended as a bachelor thesis to rework the system and add the missing functionality. Since the implementation of Project Tsunami is created in Unity, the thesis will be using its left-handed coordinate system where the positive x-axis points to the right, the positive y-axis points up, and the positive z-axis points forward, shown in Figure 3. Similarly, measurement units in meters will be used, where one meter equals the one measurement unit in the Unity game engine. Since the environment is not on a realistic scale, a distance considered as short is equal to 30 meters in this thesis. 7 2. DESIGN +y Figure 3: Unity's left-handed coordinate system (source) 2.2 Curving the Environment This section discusses the theory behind the two object transformations that create a curvature effect in a virtual environment. These transformations are implemented using computer graphics shaders, which require calculation for each point of the object. Therefore, when referring to the geometry of an object, the term vertex is used in the thesis instead of point. Notably, shader knowledge is not necessary for this section and will be covered in the Implementation chapter 4. A vertex is a term used in computer graphics and is defined as a point in 2 D or 3 D space containing multiple information pieces, including its position coordinates, colour, and texture. These vertices serve as fundamental units to create complex 3 D objects by connecting them to form triangles that form complete shapes. In this representation, a simple cube would be constructed using 8 vertices. As a result, a transformation would need to be applied 8 times. 8 2.2.1 Curving the Plane 2. DESIGN y y . . I 1 I d X Figure 4: Transformation f\ The first transformation / i maps vertex A to the appropriate position B on the parabola, as seen in Figure 4. The idea is that the height h by which the position of a vertex A is to be raised is calculated by raising the distance d from the user (curvature origin) to the power of k and multiplying it by a curve coefficient, forming a formula: y = dk * curvecoefficient (2.1) The curvature coefficient simultaneously controls the curvature amount of the world, which is utilised during the teleportation sequence. 9 2. DESIGN 2.2.2 Curving the Objects Above the Plane \ 1I \ \ N O n T 'z \J Q TT-, ^ # n << X Y\ K - \- s \ v z Figure 5: Abstraction of transformation fi on plane bent only in z direction Vertices above the ground are transformed using transformation It is depicted in the Figure 5; because of simplicity, the depicted plane is bent only in z direction. The first step is to set the y-coordinate of T\ to the appropriate position on the parabola. That is achieved by initially applying the fl on T\, resulting in point To move the vertex above the parabola, a normal vector needs to be calculated perpendicular to the parabola from the position of T^. This is done by creating two auxiliary points Nx and NZ/ which are calculated by adding a tiny value to the x and z coordinates of vertex T\, respectively, and applying the F l transformation. This creates a set of three points: Nx, Nz positioned on the surface of the parabola. Two vectors, mX/ mz are then calculated from the point Ti to its neighbours NX,NZ. mx,z = Nx,z - T2 (2.2) The normal vector n is calculated as a cross-product of mz and mx. n = cross(mz,mx) (2.3) 10 2. DESIGN This vector is normalized and multiplied by an initial height h of the vertex T\. Point Ti is shifted along this vector, resulting in the final "curved" vertex T3. T3 = T2 + n*h (2.4) This procedure is calculated for each vertex of the object above the ground, resulting in it being positioned above the parabola, transforming the objects into the curved world. 2.3 Collisions with the Curved World Unity does not permit manipulation of an object's collider mesh during run-time, so the effect is purely visual. This implies that the curved world seen by the user does not correspond to the object's actual position in the virtual environment. Since the positional data of the curved world are absent, it is not possible to find the collision in this world without additional calculations in the background. This finding was crucial and needed to be worked around in order to implement a fully functional Project Tsunami teleport. Multiple approaches were tried, such as finding a way to modify collision mesh or a mapping function that would map the curved points to their original position, but none were successful. The advisor of this thesis proposed an idea to calculate angles under which the invisible ray pointing forward from the controller (pointer ray) collides with the parabola to create a naive inverse approximation of the curving function by "flattening" the parabola and curving the pointer ray accordingly. In other words, a standard parabola is utilised in the background to calculate auxiliary angles of the colliding pointer ray, ignoring the curved virtual environment. Then, the curved version of the pointer ray is utilised in the original, not-curved world (flat world) to find a collision with the object's collider mesh. The idea is depicted in two steps in Figures 6, 7 and explained below. 11 2. DESIGN y i i. point er ray \ d p , y 2 p. • * p , * ** - • • * * r * " » * * — • x Figure 6: Pointer ray collisions with standard parabola In Figure 6, the brown dashed line represents a flat world, while the red is the curved world. The green arrow represents the pointer ray. The first step is to find the values of the a and /3. They are calculated as angles between derivations dpi,dpi in P\,Pi and the pointer ray respectively. ?2 V l O r curvec poir te r ray * * / 1 t 'CO1 * # \ c 1 a 0 P Figure 7: Pointer ray after "flattening" 12 2. DESIGN Figure 7 represents the second step and depicts the flattened parabola as the x-axis and pointer ray after the "flattening". By keeping the values of a,jS, two lines pi,pi facing away from the plane are projected under these angles from the points Q\, Q2 and their intersection Q3 is calculated. The curve is then constructed by interpolation between Q\, Q3, and Q2, which creates the approximated curved pointer ray acting like a naive inverse function. This process creates a quadratic Bezier curve, and one with 5 steps of interpolation is approximately depicted in Figure 8. y] P2 t * 0.05 p=0.004, r=0.49 p > 0.05 Tsunami- TwD p=0.01, r=0.34 p > 0.05 p=0.014, r=0.35 Using the Friedman test, an SSD between the methods was found on each path. (PI: p=0.0017, P2: p=0.0013, P3: p=0.002). The individ- 40 6. RESULTS ual p-values with effect sizes r calculated by Wilcoxon signed rank post-hoc test with Bonferroni p-value correction are shown in Table 5. As seen in the Table 5, the SSD was found on each path between the baseline and Tsunami. Even though the TwD was not significantly different compared to the baseline on PI and P2, it still required fewer teleportation sequences than the baseline on all of the paths. This finding confirms the second hypothesis H2 that the Tsunami methods require fewer teleports to cover the same distance. Figure 19: Visualised paths for each method in one run This phenomenon is also seen when visualising the methods in one of the participant's runs in the Figure 19. Looking at the teleports between the fifth checkpoint and finish, the baseline teleport was used 14 times compared to two teleports for each of the Tsunami methods. The much higher frequency of teleportation sequences is seen as the number of dots representing one teleport. 41 6. RESULTS 6.3 User Feedback Average rating of the methods (higher is better) 11 III II |l.50 I1 '"8 • • •l.4:' • I I II l IComfort Ease of Use Enjoynment Immersion Performance Preference for future u s e • Baseline • Tsunami Tsunami Iw delay Figure 20: Evaluation of ranking questions from the final questionnaire The scores were calculated using a weighted sum where the method in the first place was worth 3 points, the second 2 and the last 1. The sum was then divided by the number of participants, resulting in a normalized score. The SSD was set as the difference between the scores exceeding the value 1. By this definition, the statistically significant differences were mostly between the Tsunami methods, favouring the Tsunami without delay in each case. The results are seen in the Figure 20. The SSD was found between the Tsunami methods in all of the measured aspects except the Ease of use, where the significant difference was between the baseline and TwD, in favour of the baseline. Although the difference in scores for enjoyment and preference for future use between the baseline and Tsunami is below the SSD threshold, Tsunami still scored significantly higher in both aspects. While this finding cannot fully confirm hypothesis H4, that the Tsunami methods are more preferred and enjoyable, it partially supports it and cannot be rejected either. 42 6. RESULTS The results of participants' preference of each method on the individual distance are seen in the Figure 21. Almost all of the participants preferred the baseline for teleportation at a short distance. However, the Tsunami was the most preferred mid- and long-range teleports method. Preference of method at short/mid/long range baseline • tsunami delay Figure 21: Preference of the methods at short/mid/long range Participants were also asked to rate the ease of use of and whether they had a sufficient level of control of the method on a scale of 1 to 4, with 1 being strongly disagree and 4 being strongly agree. Regarding the ease of movement, participants were asked how much they agreed with the statements: I was able to move easily in space using this method. Results are seen in the Figure 22. 43 6. RESULTS Have sufficient control using the method Can move easily using the method 1DDÄ 75% (0% 2i% baseline tsunami delay strongly agree agree • disagree • strongly disagree SO . bjseli n-e tsunami ceiey strongly agree agree • disagree • strongly disagree Figure 22: Evaluation of Likert questions from the middle question- naire Regarding the sufficiency of control, the tsunami was rated best and TwD worst. The delay caused some of the participants a little frustration, resulting in the answers being most disagreeing. The baseline was rated a bit worse than Tsunami since some participants reported not seeing where they were teleporting when pointing behind buildings. The ease of movement results for the Tsunami methods were primarily affected by implementation limitations (as described in Limitations section 8) as well as frustration from delays. Some participants experienced bugs during the testing, which influenced their ratings to be slightly lower. 44 7 Discussion 7.1 Accuracy The values are considered legitimate when looking at the spread of values in the long-range accuracy boxplot in Figure 16. This is because, as shown in Figure 13 at long-range in the case of baseline, the target looks almost like a 2D line and can be challenging to aim at the centre and the fact that the baseline was equally accurate as the Tsunami on long-range was unexpected. In the case of the Tsunami methods, the wide range of distances can be explained by the curvature of the environment and the fact that some of the participants did not wait for the curving to stop. Some participants have even reported experiencing this observation. This phenomenon becomes more noticeable when looking at the extreme values of the TwD in the Figure 16. During the delay period, participants aimed at the target, but the curvature started the moment before releasing the button, leading to poor results. The same problem is observed at the TwD's mid-range boxplot in the Figure 16 where it occurred even more frequently, resulting in a wide distribution of data not marked as outliers, unlike in the long-range. It seems that the same factor was likely responsible for the wider range of values observed for the Tsunami method at short range in the Figure 16. This finding may explain why the Tsunami method had a higher median value in the Table 2 than the TwD on short-range. 7.2 Speed The longer times for the TwD method in the Table 3 were most probably caused by the delay. This can be naively checked when we take an average of the median counts of teleports for TwD for each of the paths and multiply it by the delay length of 0.75 seconds. That is equal to approximately 23 additional seconds spent waiting for the delay, and the average difference between the median of Tsunami and TwD time is around 16 seconds. The difference between these times is 7 seconds, but if only 75% of the teleports were considered to be on 45 7. DISCUSSION long-range (every 4th teleport is on short-range), the same calculation would result in a difference of only approximately 1.5 seconds, which supports the belief that delay caused the longer times. Looking at the Figure 17, the baseline results for path 3 were not expected, where the method even had the best median time on this path. It is interpreted that the cause for this finding would be the placement of path P3 within the city and one of its checkpoints in a narrow alleyway. The other two paths contained parts that were much more open and were not obstructed by high buildings. The path P3 was almost entirely between the dense high buildings, which limited the use of the curving Tsunami methods and was also reported by some of the participants. The checkpoint in the alleyway caused some participants to wander around while they could not find it. Similarly, it was reported by four participants, that it was easier to navigate through these dense locations with baseline rather than Tsunami methods. 7.3 Teleport Count The reason behind the difference in teleport counts between the Tsunami and TwD in the Figure 18 is interpreted as the participants being more prone to teleport on shorter distances within the delay time period. This was the delay feature's aim and was even arbitrarily mentioned by two participants. Participant P6, who was the only participant experienced with VR said: "I have a feeling that this method (TwD) was a combination of the previous ones, intendedfor me to be able to combine short + long distances... Well, when using it on short distances, it often bugged, so I preferred not to use it; and for long distances, I had to waitfor the delay,for which I no longer had a use for". The mentioned bug is covered in Limitations 8. Participant P4 said: "Ifigured the delay was added in order to teleport on the short distances and quite liked it, but the length of the delay should be shortened." 46 7. DISCUSSION 7.4 Motion sickness Three participants reported experiencing subtle symptoms of dizziness related to motion sickness during the user study. The first participant experienced the symptoms at the end of the test, while the second one felt it throughout the entire study The third participant experienced the symptoms after spending almost 10 minutes locating the next checkpoint in the Speed Test. However, the symptoms disappeared in this case before testing the next method. None of the participants who experienced symptoms reported any performance issues when asked. 7.5 Suggestions Some of the participants suggested adding a visual cue indicating that the current teleport is not possible by showing a red x symbol in front of the player and curving the environment in a manner different from linear. These are very interesting points and are suggested to be tried and implemented in future work. Similarly, the suggestion by participant P4 to shorten the delay was made by 5 other participants, indicating a possibility for future work to find the ideal delay length for the TwD locomotion technique. 47 8 Limitations In order to make the Tsunami methods and the baseline P&T comparable in functionality, the distance of the environment curving was limited. This limit was set to be equal to the farthest range that the baseline can travel through teleportation. Without this limitation, the Tsunami methods could teleport through half of the map within one teleportation sequence, making it invalid to compare with the baseline. Regarding the mentioned bugs from participant P6. There are edge cases in the ShootCurvedRaycast function when the collision is either not found, or the pointer ray does not collide with the standard parabola when pointing straight down (very close range) or up. In these cases, the function returns a predefined value outside the virtual city, and the player is teleported to this position. A button B on the controller was utilised to return the player to the previous position and log this correction. This was done in order for the teleport to work with each press of the trigger button. If the participant pressed teleport again, when outside the city, the correction would not work, and the test would have to be restarted. This happened to 4 participants, each within the first few teleports in the speed test, so it did not influence the results, and the experiment needed to be restarted. One participant then reported that it forced them to be more careful. This is acknowledged to be a limitation and is suggested to be fixed in future work. 48 9 Conclusion The aim of this thesis was to develop Project Tsunami, a new VR locomotion technique that utilizes the curvature of the virtual environment to teleport to previously inaccessible locations. Project Tsunami is a modification of the traditional Point and Teleport method and aims to make locomotion more efficient in an open VR environment. To compare the effectiveness of two variations of Project Tsunami with the baseline Point and Teleport method, a pilot user study was conducted with 12 participants. The results of the study showed that the baseline method was more accurate than both Tsunami variations at mid-range teleportation. However, there were no significant differences in accuracy between the three methods at short and long-range teleportation. In terms of time efficiency, the Tsunami methods required significantly fewer teleports than the baseline. The Tsunami method without delay had shorter median completion times, indicating better efficiency presumption. However, there was no significant difference in time efficiency compared to the baseline. Participants preferred the Tsunami methods for mid- and longrange teleportation, while the baseline was favoured for short distances. Although there were some limitations and frustrations, participants found Tsunami methods more enjoyable and preferable for future use. Additionally, minimal to no motion sickness symptoms were triggered when using the Tsunami Methods. The comparison of the Tsunami methods revealed that Tsunami without delay is a more viable option for future use in terms of both performance and preference. However, feedback from participants on the delay in the Tsunami with delay prompts an option for future work to find an ideal delay length. Overall, this thesis contributes to the VR locomotion research field through the development of Tsunami, a novel V R locomotion technique which proved to be significantly more efficient in the number of teleport sequences needed to cover the same distance as the baseline. Although the pilot study provides valuable insights, further research and improvements in implementation are necessary to draw more definitive conclusions in terms of the Tsunami's time efficiency and 49 9. CONCLUSION accuracy. This simultaneously prompts another opportunity for future work to find a more effective and accurate approach to finding collisions in the curved virtual environment. 50 Bibliography 1. BOZGEYIKLI, Evren; RAIJ, Andrew; KATKOORI, Srinivas; DUBEY, Rajiv. Point & Teleport Locomotion Technique for Virtual Reality. 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Available from: https : //docs.unity3d.com/Manual/SL-SurfaceShaders.html. 53 A An appendix A.l Appended Files The IS M U archive contains the following files: • The Project Tsunami Unity project - /ProjectTsunami.zip • Accuracy test logs in /logs/Accuracycsv • Speed test logs - checkpoint times in /data/Checkpoints.csv • Speed test logs - teleport records in /data/Teleports.j son • Jupyter notebook for analysis of accuracy results in /jupyters/Ac- curacyipynb • Jupyter notebook for analysis of checkpoint times in /jupyter- s/Checkpoints.ipynb • Jupyter notebook for analysis of teleports in /jupyters/Tele- ports.ipynb • Questionnaire results and analysis in /data/Questionnaires.xlsx A.2 Consent form The consent form, including all questionnaires, is available here. A.3 Initial Questionnaire 1. Participant ID 2. Age 3. Gender 4. Occupation 5. How would you rate your overall experience with virtual reality? 6. How often do you engage in activities that require the use of virtual reality headsets? 7. H o w would you describe your level of experience with video games in general? 54 A . A N APPENDIX 8. Do you experience discomfort or motion sickness while using VR or playing video games? If yes, please describe. 9. Do you have any visual impairments that are not corrected by glasses or contact lenses? 10. Do you have any known balance disorders? 11. Are you currently under medication that may affect your balance or spatial orientation? 12. On a scale from 1 to 10, how would you rate your current comfort level? 13. Are you familiar with any locomotion (movement) techniques in virtual reality? If yes, please list them. A.4 Middle Questionnaire 1. Did you find the locomotion method intuitive? 2. Did you feel that you had sufficient control over your movement in the VR environment with this method? 3. Did you experience any discomfort or motion sickness while using any of the locomotion methods? 4. How do you agree with this statement? I was able to move easily in space using this method. 5. Did you notice any lag or delay in response when using the locomotion method? 6. Please describe any specific issues you encountered while using the locomotion method. 7. Was there anything about the locomotion method that made it difficult to focus on the task at hand? 8. Do you have any suggestions for how the locomotion method could be improved? 9. Is there anything else about your experience with the locomotion method that you would like to share? 55 A . A N APPENDIX A.5 Final Questionnaire 1. Which locomotion method did you prefer for the short/middle/longrange locomotion, and why? 2. H o w would you describe your overall experience with the V R locomotion methods used today? 3. Rank the following locomotion methods based on how comfortable they were for you. 4. Rank the locomotion methods from easiest to use to the most challenging. 5. Rank the locomotion methods based on the level of enjoyment you experienced. 6. Rank the methods according to the level of immersion they pro- vided. 7. Rank the locomotion methods based on how well you felt your performance was. 8. Rank the locomotion methods based on your preference for their use in future V R applications. 9. Did you notice any delayed effects (such as motion sickness, fatigue, etc.) after using any of the locomotion methods? 10. Do you have any suggestions for how the locomotion methods could be improved for a better user experience? 56