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Toward More Intuitive VR Locomotion Techniques: How Locomotion Metaphors Shape Users' Mental Models
IEEE Transactions on Visualization and Computer Graphics
|November 12, 2025
Summary
Users adapt virtual reality (VR) locomotion interface expectations based on perceived affordances, not the metaphors themselves. User background also influences these expectations for more intuitive VR design.
Area of Science:
- Human-Computer Interaction
- Virtual Reality (VR) Interfaces
- User Experience (UX) Design
Background:
- Interface metaphors aim to enhance user interaction intuitiveness by leveraging existing knowledge.
- Metaphors are crucial for developing effective virtual reality (VR) locomotion interfaces.
- Designing intuitive metaphoric interfaces requires understanding user adaptation.
Purpose of the Study:
- To analyze how common VR locomotion metaphors (Walking, Steering, Flying, Teleportation) influence user interaction.
- To investigate the impact of perceived affordances and user background on VR locomotion expectations.
- To understand users' mental models of VR locomotion metaphors for improved interface design.
Main Methods:
- A qualitative online study was conducted.
- Observed user interaction with four typical VR locomotion metaphors.
- Analyzed the influence of perceived affordances and user demographics (age, education, gender).
Main Results:
- Users adjusted their expectations of the VR locomotion interface to match perceived affordances, rather than altering their understanding of the metaphor.
- User background factors, including age, education, and gender, significantly influenced expectations for VR locomotion interfaces.
- The study identified a gap between metaphor-induced expectations and actual interface behavior.
Conclusions:
- Users' adaptation of expectations to perceived affordances is key to understanding VR locomotion metaphor effectiveness.
- User background is a critical factor in shaping mental models of VR locomotion interfaces.
- Findings are essential for designing more intuitive and user-centered VR locomotion systems.

