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Updated: Feb 20, 2026

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Virtual reality body motion induced navigational controllers and their effects on simulator sickness and pathfinding
Summary
Virtual reality (VR) navigation controllers were evaluated for simulator sickness (SS) and intuitive use. While SS did not differ between controllers, longer VR sessions increased sickness, suggesting breaks are needed for better VR experiences.
Area of Science:
- Human-Computer Interaction
- Virtual Reality Technology
- Biomechanics
Background:
- Virtual reality (VR) navigation faces challenges with simulator sickness (SS) and intuitive user control.
- Evaluating different motion-induced VR controllers is crucial for improving user experience.
Purpose of the Study:
- To assess simulator sickness (SS) occurrence and intuitive utilization of four distinct VR navigation controllers.
- To compare a TiltChair, omni-directional treadmill, VRNChair (manual wheelchair joystick), and a standard joystick.
Main Methods:
- Twenty young adults navigated a VR environment using each controller in separate sessions.
- Simulator sickness was measured via questionnaire and body sway (center of pressure path length).
- Controller intuitiveness was assessed by analyzing traversed distances in navigation tasks.
Main Results:
- Simulator sickness occurrence did not significantly differ across the four VR navigation controllers.
- Increased time spent in VR significantly correlated with higher simulator sickness.
- Shorter traversed distances indicated intuitive use (TiltChair), while longer distances suggested difficulty (omni-directional treadmill).
Conclusions:
- VR navigation effectiveness depends on controller choice, user age, and task duration.
- Incorporating breaks during VR sessions can help mitigate simulator sickness.
- Technology selection should prioritize minimizing SS and ensuring intuitive interaction for optimal VR navigation.

