Papers for

vr game developers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Physics-based animated characters move realistically in virtual reality

Bringing physics-based controller policies to virtual reality

Abstract: Nowadays, it is easy to set up any element of a VR experience so users can interact with it physically, except for interactive VR characters. Can we extend this to animated VR characters? In this work, we studied whether physics-based character animation (PBCA) controllers can produce high-quality movement in VR-compatible environments (Unity3D, WebXR). We evaluated the quality of the results, as well as the losses at each stage of the processing pipeline: data ingest, training and inference. For data ingest, we computed accuracy metrics related to the retargeting method used. For training, we computed accuracy metrics related to different training policies and different training environments. We developed new JAX implementations of state-of-the-art PBCA controllers (DeepMimic, AMP and ADD) which can be trained in MuJoCo-MJX in minutes, 50 times faster than in a traditional CPU-based training environment. The benefit of these particular implementations is that the resulting control policies can be readily transferred to Unity3D and support cross-platform compilation, including Android, something critical for use in VR production. For inference, we tested these controller policies in Unity3D and WebXR. Our results suggest that DeepMimic and ADD trained in MuJoCo-MJX generate controller policies with better animation fidelity than other methods. To simplify the comparison between controller policies, and different reference animations, we implemented an animation fidelity index (afi). Its results are analogous to other more common metrics, but afi is more intuitive to interpret and thus simplifies the comparison of training methods across the successive stages of the processing pipeline.

Mon 19 OctHuman-Computer Interaction
The gist
It’s easy to make things you can touch in virtual reality (VR), but not so easy to have characters move like real people. The authors show that using physics-based control methods, animated VR characters can move in a very lifelike way. They made these methods faster and compatible with popular VR platforms like Unity3D and WebXR. They also created a new way to measure how good the animations look compared to real movement, making comparisons simpler.
Open → 2610.26278v1

Locomotion adaptations improve balance during VR movement changes

Preliminary Evaluation of Transition-Aware Controller Locomotion Adaptations for Supporting Postural Stability in VR

Abstract: We present three locomotion adaptation approaches: Motion Acceleration, Turn Acceleration, and Motion Deceleration to improve postural stability during body-state transitions in virtual reality (VR). The system detects standing-to-walking, turning, and walking-to-stopping transitions and applies adaptive locomotion smoothing. Motion Acceleration gradually increases locomotion speed when users begin walking, Turn Acceleration smooths rotation while turning, and Motion Deceleration gradually reduces movement speed before stopping. We evaluated these techniques in a virtual navigation task using objective and subjective balance measures. Preliminary results show reduced center of pressure (COP) velocity and improved balance confidence. These findings suggest that locomotion adaptations can improve balance and navigation experience.

Wed 30 SeptHuman-Computer Interaction
The gist
Moving in virtual reality can sometimes make people feel unstable or off balance when they start walking, turn, or stop suddenly. The authors tested three techniques that gently change how fast users move or turn during these moments to help them stay steady. Their early tests showed these methods helped users keep better balance and feel more confident while navigating. This could make VR experiences safer and more comfortable for people.
Open → 2610.00628v1

Controllers faster but hand tracking preferred with vibration feedback in VR

Comparing Haptic Feedback Across Hand Tracking and Controllers in VR Object Interaction Tasks

Abstract: Hand tracking offers natural VR interaction but lacks controllers' inherent tactile feedback, while haptic feedback across input methods remains understudied. We conducted a participant study comparing vibration, impulse, and no feedback in hand- and controller-based VR interaction across grasp-, pinch-, and tap-like gestures assessing performance, workload, and preference. A custom glove and controller-mounted device provided both feedback types, aiming for consistency across input modalities. Controllers were faster for grasp and pinch, whereas hand tracking was more accurate for pinch and preferred overall. Haptics had limited performance effects, although impulse reduced grasp accuracy with controllers. Participants preferred vibration and impulse over no haptic feedback, favouring vibration overall. Our findings reveal a more nuanced relationship between haptic feedback, input device, and interaction context than suggested by previous work.

Fri 18 SeptHuman-Computer Interaction
The gist
In virtual reality, people can use hand tracking or controllers to interact with objects. Controllers let users perform some actions faster, but hand tracking is more accurate and liked better overall. The researchers tested different kinds of touch feedback like vibration and impulse with both input types. They found that adding these feedbacks didn’t strongly improve performance but most people liked feeling vibration best. This shows that the effect of touch feedback depends on the device and the action being done.
Open → 2609.21869v1

User studies improve understanding of VR motion privacy acceptance

Why User Studies and Participant Experience Reporting Matter for VR Motion Privacy?

Abstract: Public VR game leaderboards contain tracked motion recordings uploaded by hundreds of thousands of users. Once uploaded, these recordings are accessible to anyone and create privacy risks (i.e., identification and profiling). Prior work has proposed mechanisms that modify tracked movement to reduce these risks. Their utility is commonly evaluated through physical deviation, where smaller deviations indicate better utility, while user studies are less common. However, it remains unclear how well physical deviation explains users' acceptance of a mechanism compared to user studies. We examine this through a user study of three VR motion privacy mechanisms at five physical deviation levels. We find that user studies explain substantially more variation in mechanism acceptance than physical deviation, although physical deviation remains significant. We also find that prior VR experience and exposure to VR privacy mechanisms significantly affect acceptance. We recommend combining physical deviation with user studies and reporting participants' prior experience.

Fri 11 SeptHuman-Computer InteractionCryptography and Security
The gist
People playing VR games sometimes share their movement data on public leaderboards, which can put their privacy at risk. The authors studied three ways to change these movements to protect privacy and measured how much people liked them. They found that directly asking users what they think explains acceptance better than just measuring physical changes. Also, people who had more VR experience or saw privacy protections before were more likely to accept these changes. They suggest that both user opinions and physical measures should be used together when evaluating VR privacy tools.
Open → 2609.12415v1