Mobile virtual reality steering works better with controllers than gaze

Steering Versus Teleporting in Mobile Virtual Reality

Human-Computer Interaction

Summary

Moving around in mobile virtual reality can be tricky because it’s hard to control movement smoothly with limited input devices. The authors studied two ways to navigate: teleporting to a new spot by looking somewhere, and steering continuously using a controller. They found that looking (gaze) works better for teleporting quickly, while pointing with a controller helps steer better, especially when searching for things. They also added a clever way to control speed using the controller’s tilt, which helps make steering more natural even on simple hardware.

What this means in practice

  • For mobile vr developers: Design navigation controls that use controllers for steering and gaze for teleportation to improve user experience in low-cost VR headsets.
  • For game designers: Create VR game locomotion schemes that utilize pitch-based speed control with simple controllers for smoother player movement.

Authors

Kristen Grinyer, Daniel Zielasko, Robert J. Teather

Abstract

Mobile virtual reality (MVR) provides low-cost access to extended reality (XR), but its limited input restricts use of common locomotion techniques such as head-decoupled and velocity-controlled steering. Using a low-cost controller with an audio-based button, we compared gaze- and controller-directed steering and teleportation in MVR. We included a controller pitch-based speed-control technique enabling continuous head-decoupled steering. Performance and participant feedback indicate that gaze was better suited to teleportation, whereas controller pointing better supports steering in primed search. We compare with similar techniques in standard VR and derive design considerations for low-cost, narrow-FOV hardware, demonstrating the potential to support varied travel techniques and velocity control in low-fidelity XR.