Combining Redirection with Common Game Elements
Mathieu Lutfallah
a
, Joel Hauser
, Edoardo Negri
, Andreas Kunz
b
{mlutfallah, kunz}@ethz.ch, {johauser, enegri}@student.ethz.ch
Keywords:
Redirection, Redirected Walking, Locomotion, Natural Walking, Distractors.
Abstract:
This study explores how integrating common game elements with redirection techniques influence user per-
ception and whether they can be adjusted to induce higher gains and more movement. We tested four game
elements: user interface spawning position, spawning of collectibles, interactions with non-player characters,
and interactions with enemies. These elements were combined with rotational gains. Additionally, we ex-
amined the effects of terrains in combination with translational gains, as well as a new redirection technique
inspired by slipping. Our findings indicate that combining game elements with rotational gains led to increased
movement, providing greater opportunities for redirection while masking the manipulation. With proper ad-
justments, this approach can remain unobtrusive to the user experience. However, special terrains resulted in
a similar detection of manipulation for both, the slipping method and the translational gains. This work paves
the way for future research on integrating these game elements with rotational and translational gains.
1 INTRODUCTION
Virtual reality (VR) games is becoming increasingly
popular, with VR game revenue expected to reach
$3.2 billion in 2024
1
. Natural walking where the
player’s movement is mapped 1:1 to the virtual envi-
ronment (VE), consistently emerges as the best loco-
motion technique to navigate VEs as shown by Usoh
et al. (1999). However, this technique requires the
physical space to match the size of the virtual world,
which is often not the case. Therefore, redirection
techniques have been developed to steer the user’s
path towards navigable areas in the physical space.
(Suma et al., 2012) looked into creating a taxonomy
for these techniques. Among the criteria used to clas-
sify them were subtle or overt. Subtle ones are not
perceived by the user, while overt techniques are no-
ticed by the user and might lead to a break in pres-
ence. Subtle techniques are often favored for that
reason. Redirected Walking (RDW) is a subtle tech-
nique, allowing the manipulation of the mapping be-
tween movements in the physical and virtual worlds.
This is used to steer the user away from boundaries
based on various gains, which were formally defined
in the work of (Steinicke et al., 2010). Among these
gains, rotational gains scale the rotation of the physi-
a
https://orcid.org/0000-0001-7863-8889
b
https://orcid.org/0000-0002-6495-4327
These authors contributed equally to this work.
cal world when mapped to the virtual camera. On the
other hand, translational gains allow for scaling the
distance traveled, either slowing down or speeding up
the user’s movement. Other types of gain has also
been presented, pushing for newer ideas e.g, bending
gains that lead the user to walk on a curve in the real
space, as presented by (Langbehn et al., 2017), and
redirection during non-forward steps, as developed by
(Cho et al., 2021).
Mismatches between the mapping of physical
movements and their virtual counterparts are limited
by thresholds where users begin to notice the dif-
ferences. Extensive research has been conducted to
determine these thresholds: (Steinicke et al., 2010;
Williams and Peck, 2019; Kruse et al., 2018). While
these thresholds are influenced by various factors
such as user characteristics, adaptation over time, the
features of the head-mounted display, and the type of
environment, they still restrict the possibility of un-
limited walking in infinitely large virtual spaces. To
address this, researchers have attempted to combine
gains with specific aspects of the environment to in-
duce movement, allowing for greater alterations in
the mapping (higher thresholds) or masking the ma-
nipulations. The elements incorporated to achieve
these goals are often referred to as distractors, which
are features that capture the user’s attention, forc-
ing movement or reducing their ability to notice the
manipulations. This was initially explored by (Peck
Lutfallah, M., Hauser, J., Negri, E. and Kunz, A.
Combining Redirection with Common Game Elements.
DOI: 10.5220/0013142400003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 569-576
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
569
et al., 2009), where different types of distractors were
tested highlighting that when integrated into the VE
context were better perceived by users.
In this work, we explore the combination of the
most common game elements with rotational and
translational gains. The goal of this combination is
both to mask the mismatch that occurs and to encour-
age more user movement, enabling the application
of redirection techniques. After an analysis of pop-
ular games, we identified five aspects that can be used
for redirection: user interface (UI) elements spawned
during the gameplay, spawning of collectibles, inter-
actions with non-playing characters (NPCs) and en-
emies, and terrains. An illustration of the modifica-
tions to these elements is shown in Figure 1. The first
four mentioned elements UI, collectibles, NPC, and
enemy interactions, were combined with rotational
gains, while terrains were paired with translational
gains. We examined how applying rotational gains
during interactions influence the redirection percep-
tion—either by forcing the user to walk around an
NPC to engage with it or during fighting enemies. For
collectible objects, we explored how dropping them
away from the user in optimized locations might en-
courage more user rotation. For the UI, we investi-
gated how spawning it at a different angle from the
user, rather than directly in front, could impact the
user’s experience.
The concept of terrain effects originates from real-
world. (Leicht and Crowther, 2007) demonstrated
that walking on dry beach sand reduces speed and
increases the number of steps compared to walking
on concrete or grass. Ice further complicates locomo-
tion by introducing slipping. Most translational gain
experiments have focused on virtual standard terrains
that do not impede movement in physical space. To
address this gap, we propose two approaches: induc-
ing slipping at the end of a walk and applying contin-
uous slowing gains during walking. Utilizing terrains
where users naturally walk slower or experience slip-
ping could enhance the effectiveness and realism of
redirection techniques.
This work presents the user studies conducted to
evaluate perceptions of these modifications and assess
whether these elements can effectively mask the ma-
nipulation. The remainder of this paper is structured
as follows: First, we will present related work on gain
threshold determination and the use of distractors in
redirection methods. This will be followed by a de-
scription of the VEs developed for the study and the
study procedure. Finally, we will present the results
from the user studies, followed by a brief conclusion.
1
VR Game Revenues Report, accessed on 14.01.2024
2 BACKGROUND
(Steinicke et al., 2010) showed that rotations can be
sped up by 49% or slowed down by 20% without the
player noticing, and translational movements can be
up-scaled by 26% and down-scaled by 14% without
be noticed by the user. A study by (Kim et al., 2022)
analyzed how the size of a room impacts the thresh-
olds for translational gains. They found that trans-
lational gains are more noticeable in smaller rooms
than in larger ones. (Kruse et al., 2018) investigated
the impact of showing the user’s feet and the number
of visual cues in the space on sensitivity to transla-
tional gains. Additionally, (Williams and Peck, 2019)
explored thresholds in relation to user characteristics,
such as gender, and hardware characteristics, such as
field of view (FOV).
Peck et al. worked with distractors in several stud-
ies by combining them with resets, which are fail-safe
mechanisms used when a collision is imminent, re-
quiring the user to stop navigation and reorient them-
selves. First, (Peck et al., 2009) demonstrated that the
more integrated a distractor is with the overall con-
text of the VE, the more it is liked by users and the
less noticeable the reorientation becomes. (Chen and
Fuchs, 2017) followed up by presenting S2C with re-
sets based on interactive distractors. In this setup, a
dragon appears and needs to be shot while the gain
is applied, rotating the user to the center. Similarly,
(Cools and Simeone, 2019) investigated the interac-
tivity between distractors and their effects on user per-
formance and behavior. They tested three continuous
reorientation-based resets and one based on discrete
reorientation. The work showed that using distrac-
tors led to less breaks in presence and was preferred
by users. Another study by (Sra et al., 2018) intro-
duced the concept of coupling game elements that
typically cause intentional blindness reduction with
redirection. These aspects were shown to enhance
presence, reduce dizziness, and improve the unnotice-
ability of the reorientation.
Other researchers investigated new thresholds
when distractors are combined with other elements,
rather than solely studying their effects on user ex-
perience and perception, as seen in the previous sec-
tion. (Schmelter et al., 2021) combined discrete rota-
tion jumps with common actions performed in games,
and identified the extent of rotation that can be ap-
plied while remaining unnoticed. (Williams and Peck,
2019) examined the effects of a deer walking in front
of the user and determined the associated thresholds.
(Lutfallah et al., 2024) explored how the established
thresholds for translational gains could be pushed
when combined with a shooting task while walking.
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
570
Figure 1: Illustrations of the different game elements combined with either rotational or translational gains. Images (a) to (d)
show the user experiencing rotational gains, while image (e) demonstrates the user experiencing translational gains. In (a),
the user must walk to the yellow area to interact with the non-player character. In (b), the user interacts with enemies. In (c),
the user rotates to collect an item. In (d), the user interacts with a menu spanning to their left, also forcing rotation. Image (e)
highlights the user walking straight, where the terrain may either slow the user down (sand) or cause slipping (ice).
3 PROPOSED TECHNIQUES AND
IMPLEMENTATION
We investigate five different game elements, each in-
cluding one modification or combination, except for
terrain, where two possibilities emerged: either slow-
ing terrains or slippery terrains. We decided to divide
the experiments into two user studies to keep them
short and avoid overwhelming the participants. The
user studies were divided based on the type of gain
applied. Thus, the two terrain aspects were tested in
one user study which will be labeled as translational
modification study (TMS), while the other four ele-
ments combined with rotational gains were tested in a
separate user study that will be referred to as rotation
modification study (RMS).
The two environments were built using the Unity
3D game engine. As a foundation for the games,
OpenRDW by (Li et al., 2021) was used, which pro-
vided implementations of rotational and translational
gains. The HTC VIVE Focus 3 was used as head-
mounted display (HMD), offering a display resolution
of 2448p x 2448p per eye and a refresh rate of 90Hz.
The game run on a PC with an Intel Core i9-12900KF
processor and an Nvidia GeForce RTX 3080Ti graph-
ics card, and was streamed to the HMD.
3.1 Virtual Environment for TMS
In this study, we investigated the effect of terrain in
combination with translational gains. Our aim was to
explore how different terrain types, which challenge
walking ability in real-world environments, might in-
fluence user experience in a virtual setting when com-
bined with redirection. For this purpose, we build
two virtual environments of for each of the two ter-
rains: the first had shallow water that typically slows
the user, and another simulating ice, where slipping
is a factor. The goal was for users to experience the
same redirection with both modified terrain (ice or
water) and normal terrain. Based on this, the design
choice was to create a long, rectangular VE where the
user walks straight toward a checkpoint indicated by
a glowing sphere. The walkable area is 15 ×3 meters,
bordered by walls. On the forward path, the user ex-
periences one type of terrain, and on the return path,
the other terrain; for example, the user might walk
through water, experiencing a slowing effect, and on
the way back, walks on normal ground experienc-
ing the same slowing gain. The different terrains are
shown in Figure 2. An avatar representing the user’s
body, taken from the FinalIK asset, was shown and
adjusted to match the user’s dimensions, enhancing
bodily self-immersion. Additionally, corresponding
footstep sounds were added to simulate steps on ei-
ther water or ice.
In the water scene, a texture is applied to the walls
and floor such that they resemble an outside pool, and
also a layer of water, with a height of 0.4m, is applied
above the floor level. In the ice scene that was used
to test the slipping mechanism, we had two types of
grounds: the normal one as well as the one where an
ice texture was applied. The slipping mechanism is
triggered whenever the user’s speed falls below a cer-
tain threshold. The user’s position gradually shifts in
the direction of movement, with the push effect fad-
ing over time. This is achieved using Unity’s Lerp
function, with a decay factor controlling the diminish-
ing effect of the slip. The threshold for triggering the
slipping, as well as the various slipping values tested,
were empirically determined based on a preliminary
small user study.
Combining Redirection with Common Game Elements
571
(a) (b)
(c) (d)
Figure 2: The virtual environment depicted shows the user
walking on water terrain in (a), ice terrain in (c), and normal
pavement on the return path in (b) and (d).
3.2 Virtual Environment for RMS
In this study, rotational gains were combined with
four game elements. The game is set in a dungeon
composed of three adjacent rooms, each measuring
4m × 4m. In each room, one element (except the user
interface) was utilized. Figure 3 shows screenshots of
the rooms containing the game elements, along with
a screenshot of the inventory UI. Background music
was played throughout the game to enhance player
immersion and mask external noises not related to the
game. The sound was non-spatial, meaning it did not
originate from a specific location in the dungeon. The
four rooms did not fit within the physical space, which
had dimensions of 10 × 6 meters. However, interact-
ing with each element in the room led to a continuous
reorientation until a 90
rotation between the physical
space and the VE was reached. This was followed by
an additional 90
continuous reorientation when the
participant interacted with the door, resulting in a total
reorientation of 180
in each room. This ensured that
the second room always fits within the available phys-
ical space. Additionally, 2:1 resets following the im-
plementation in the OpenRDW library were allowed
in case the system failed to reorient the user properly.
The interaction with the UI was repeated three
times, as the player had to collect three keys in each
room. The keys were picked up by hovering over
them and pressing a button, which caused them to
disappear and be added to the inventory. When all
keys in a room were collected, the inventory could be
opened by pressing the trigger button on the left con-
troller. The inventory then appeared at a 90
offset to
the left of the player’s current facing direction. It dis-
played three pictures of the keys, which also served as
buttons that the player could hover over and press the
trigger button to activate a key. The inventory would
then close, and a green sphere would appear on the
right side of the door, encouraging the player to turn
and look at it, signaling successful key usage. The
player repeated this process three times until the door
opened. In this work, the UI referred to an inventory
list however this can be generalized to any UI needed
in a game such as a menu or map.
The second element investigated was the spawn-
ing of collectables that would force the user to rotate
rather than spawning directly in front of the player.
For this, a chest was used where the player had to
hold their hands over it and press the trigger button
on the right controller. The key then spawned above
the chest with a force applied to it, propelling it ap-
proximately 1.5m in a certain direction. To pick up
the key, the player had to walk and rotate. This pro-
cess was repeated three times to obtain the three keys,
with the first and third keys flying to the left and the
second key flying to the right.
The third element tested was NPC interaction.
The goal was to force the user to walk around the
NPC, represented by a person, to initiate a conver-
sation. The NPCs were placed in the opposite direc-
tion from which the player entered the room, com-
pelling rotation. Interaction was possible only when
the player stood in front of the NPC, marked by a
white circle on the floor. When the player stepped into
the circle, it turned green, indicating correct position-
ing. Pressing the trigger button on the right controller
then caused the NPC to drop a key.
Fighting with a sword while applying rotational
gains was also examined. The player fought three
skeletons using a sword. The sword was placed in
the middle of the room, surrounded by the skeletons.
This required the player to rotate to fight the skele-
tons, which did not move toward the player before the
sword was picked up. To pick up the sword, the player
had to move their hand close to it and then press and
hold the trigger button on the right controller. If the
sword touched a skeleton, the skeleton disappeared
and dropped a key.
For all the game elements tested, the rotational
gain values were the same and were applied only
when the user was interacting with the proposed el-
ement. As a result, walking between the rooms was
free from redirection. Additionally, whenever a reori-
entation of 90
happened for a specific element the
rotational gains were set to 0. A rotational gain value
lower than the one proposed by (Steinicke et al., 2010)
was used because a preliminary user study showed
that users tend to notice redirection more in smaller
rooms with a high number of object, consistent with
the work of (Kim et al., 2022). Therefore, gains of
31% and 12% were applied, depending on whether
the rotation was accelerated in the direction of head
movement or in the opposite direction.
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
572
(a) (b)
(c) (d)
Figure 3: Screenshots from the virtual environment show-
ing different rooms and their respective game elements. In
(a), the inventory UI is displayed, where the user can select
keys to open the door. In (b), the chest that spawns the key
is shown. In (c) and (d), non-player characters (NPCs) are
displayed with the interaction circle in front of them, and in
(d), the enemy skeletons and the sword are visible.
4 USER STUDY
For both user studies, participants were recruited from
the university staff and students. All participants had
normal or corrected-to-normal vision. The RMS in-
cluded 19 participants (16 identified as male while
3 as female), while the TMS had 22 participants (14
identifed as male, 7 as female and 1 selected “Other”
option). Some participants took part in both studies,
since the studies were conducted a month apart. The
mean age of participants was 24.58 ± 2.16 years for
the RMS and 23.5 ± 2.94 years for the TMS.
The procedure followed by users was similar for
both experiments. First, participants signed a consent
form. Then, they completed a demographics ques-
tionnaire, which asked about their age, gender, and
prior VR and gaming experience, followed by the
Simulator Sickness Questionnaire (SSQ). Participants
were given instructions on how to complete the tasks
and interact with the elements they would encounter.
In both experiments, participants completed an in-
troductory scene to familiarize themselves with the
gameplay mechanics and interactions. In the TMS,
the introductory scene allowed participants to walk,
while in the RMS, they were shown a room with the
four elements and were required to interact with each
element. In both introductory scenes, no gains were
applied. After completing the tasks in each study, par-
ticipants filled out the SSQ again and answered sev-
eral customized questions.
For both studies, counterbalancing of experiments
was employed. For the TMS study, half of the par-
ticipants started with the ice experiment and the other
half started with the water experiment. Additionally,
half of the participants experienced the normal pave-
ment terrain first, followed by the special terrain. This
was done to prevent any bias from the order of the ex-
periments. We tested multiple gains to determine if
different levels of redirection would affect user per-
ception. This procedure was the same for both the
water and ice scenes. In the water scene, we adjusted
the slowing translational gain, while in the ice scene,
we modified the slipperiness. The participants were
also informed that a speed manipulation would be ap-
plied during the walk, with the manipulation changing
after every second checkpoint. There are five slow-
ing translational gains that the player is exposed to
in the water scene: 1, 0.9, 0.8, 0.7, 0.6. Every sec-
ond checkpoint, the user needs to select one of the
terrains to answer the question “On which terrain did
you feel slower?”. To answer this question, the user is
informed that the answer will appear as text on both
hands, and they will need to press the correspond-
ing buttons on the controller. This approach follows
the Two-Alternative Forced Choice (2AFC) method
used in previous works as the ones of Steinicke et al.
(2010). For the ice scene, the perception is tested
across different slipperiness levels, ranging from no
slip (NS), low slip (LS), medium slip (MS), high slip
(HS), to very high slip (VHS). Every second check-
point, the user need to select one of the two terrains
to answer the question “On which terrain did you feel
less slippery?”. Again, the answers were selected by
pressing a corresponding button.
For the RMS, participants played two rounds of
the game, with each round consisting of the same
three rooms presented in a different but counterbal-
anced order. Participants had to collect three keys in
each room and use them to progress to the next one.
In the chest room, participants spawned the three keys
from the chest and collected them. In another room,
they collected three keys from three bandits, and in
the third room, they had to kill three skeletons, each
of which dropped a key.
5 RESULTS AND DISCUSSION
For the TMS and RMS, the mean difference in pre-
and post-SSQ questionnaires was 0.51 ± 22.98 and
14.34 ± 18.41, respectively. Two participants had a
difference greater than 40 for RMS, specifically 59.8
and 52.36, while one participant showed a difference
of 56.2 for TMS. This suggests that the RMS induced
more cybersickness than the TMS, and this difference
was statistically significant based on a Mann-Whitney
Combining Redirection with Common Game Elements
573
Figure 4: The number of responses indicating that the ma-
nipulation felt stronger for each corresponding gain, com-
paring the water and the normal pavement conditions.
U test. It should be noted that participants spent a
longer time in VR during the RMS experiment.. How-
ever, since none of the participants reported feeling
symptoms or mentioned that this hindered the experi-
ment, all participants were included in the results.
5.1 Results for the TMS
In this study, the goal was to determine whether par-
ticipants would perceive the manipulation more on
normal pavement or on water and ice pavement. To
investigate this, a 2AFC question was asked when the
same manipulation was applied to both pavements.
For the water experiment, 58.1% of participants
reported that they felt the slowing effect more strongly
when walking in shallow water. A binomial test
with k = 0.5 was conducted to assess whether par-
ticipants genuinely perceived a difference. The result
(p > 0.05) suggests that the null hypothesis—that the
answers were given randomly—cannot be rejected.
Further investigations were conducted to examine the
correlation between the gain applied and the partici-
pants’ perception. The distribution of responses that
the terrain with water had more slowing compared to
the gain applied is shown in Figure 4. For the ini-
tial condition where no gain was applied, 81% of par-
ticipants reported that the manipulation felt stronger
on the water terrain. This suggests that participants
expect to move more slowly in water, even when no
manipulation is present. The percentage of responses
indicating that the manipulation was stronger in water
decreased as the gain increased, but remained equal to
or above 50%.
In the ice experiment, 50.9% of participants re-
ported feeling the manipulation more on the normal
terrain than on the ice terrain. We further investigated
participants’ perception across different slipperiness
levels, ranging from NS to VHS (see Figure 5). The
distribution of responses was nearly equal, suggesting
that participants were answering randomly. This ob-
servation was further supported by the binomial test,
where we obtained p > 0.05 for all conditions.
Figure 5: The number of responses indicating that the ma-
nipulation felt stronger for each corresponding slipperiness,
comparing the ice and the normal pavement conditions.
Additionally, both experiments were rated as
highly immersive on a scale of 0 (low immersion) to
5 (very immersive). The water experiment was rated
at 4.09 ± 0.86, and the ice experiment at 4.18 ± 0.85.
Based on the Shapiro-Wilk test, the distributions were
not normal; therefore they were compared using the
Wilcoxon test, which revealed no statistically sig-
nificant difference. Furthermore, participants rated
whether they felt more immersed when walking on
the normal terrain versus the ice, as well as between
water and normal terrain. A score of 0 indicated
greater immersion in the normal terrain, while 5 in-
dicated greater immersion in the special terrain. The
respective scores were 3.4 ± 1.1 for the ice scene and
3.23 ± 1.0 for the water scene, showing that in both
cases, participants felt more immersed when walk-
ing on the special terrains. Finally, participants rated
whether they felt the water and ice masked the manip-
ulation, compared to the normal pavement, on a scale
from 0 to 5. The water and ice scenes received a score
of 3.27 ± 1.1 and 3.4 ± 1.1, respectively.
5.2 Results for the RMS
For the user interface part, 8 questions were asked to
investigate the user perception of the rotational gain
and the modification of the UI’s spawn position. A
total of 42.11% of participants reported having dif-
ficulty finding the inventory after opening it by an-
swering “Yes. Responses to ordinal questions (0 =
Do not agree, 5 = Agree) indicated that the inven-
tory’s use was not very intuitive for all participants
(µ = 3.53 ± 0.88), that the 90° offset of the inven-
tory disrupted the game flow (µ = 3.16 ± 1.14), and
that the offset was also considered annoying (µ =
3.37 ± 1.13). Participants were further asked what
degree of offset would be appropriate to avoid dis-
rupting the game flow or causing annoyance, and an
average value of 47.03 ± 17.81
was reported. To
determine whether participants noticed the rotational
gains, a similar approach to (Suma et al., 2011) was
used, where decoy questions were included alongside
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
574
those directly referencing the modification. In re-
sponse to the relevant question about rotational gains,
36.84% of participants reported noticing this manip-
ulation. The decoy questions, “Did the room get big-
ger or smaller while using the inventory?” and “Did
it feel like you were getting bigger or smaller while
using the inventory?” were both answered “No” by
all 19 participants, indicating no guessing occurred.
For close combat, ordinal questions (0 = Do
not agree, 5 = Agree) indicated that participants felt
highly immersed during the fight (µ = 3.84 ± 1.42),
but the fight itself did not feel very realistic (µ =
2.34 ± 2.23). This was mainly due to the simplistic
mechanic where merely touching the enemy resulted
in death, without a health system that would allow the
user to die if attacked. Only 15.79% of participants
felt that their rotations were sped up or slowed down
during the fight. The decoy question, “Did you feel
like you were getting smaller or bigger while fighting
the skeletons?” was answered “Yes” by only 5.26%
of participants, indicating no guessing occurred. Ad-
ditionally, 21.05% of participants felt like the world
was rotating around them.
For the chest interaction, two decoy questions
were asked. “Did you feel like your forward move-
ment was sped up or slowed down while picking up
the keys?” was answered “Yes” by 5.26% of par-
ticipants, and “Did objects (keys or chest) on the
floor move by themselves?” was answered “Yes” by
10.53%. The rotational gains were noticed by 31.58%
of participants based on the corresponding question.
Participants also answered ordinal questions regard-
ing the chest interaction. When asked to rate the ease
of spotting the keys, where 1 meant “Easy” and 5
meant “Hard, the score was 2.11 ± 0.72. Regard-
ing whether the keys flew too far from the chest, thus
interrupting the game flow (1 = Do not agree, 5 =
Agree), the score was 2.53 ± 0.99. For the question
of whether participants would have preferred the keys
to be dropped directly in front of them (1 = Agree, 5
= Do not agree), a score of 3.32 ± 1.45 was recorded.
For the NPC interaction, the decoy question,
“Did it feel like your forward movement was sped up
or slowed down while walking in the room with the
bandits?” was answered with “Yes” by only 5.26% of
participants, and 36.84% of participants noticed the
rotational gain. The question on whether NPCs not
facing the user was disruptive scored 1.79 ± 0.95 (0
= not disruptive, 5 = very disruptive). The question,
“Usually in games, NPCs like the bandits can be inter-
acted with from any side. Do you think that the cur-
rent implementation is better?” was answered “Yes”
by 57.9%, “No” by 10.53%, and “It does not matter”
by 31.57%.
5.3 Discussion
Regarding the game elements combined with rota-
tional gains, all of them led to less than 50% notic-
ing the manipulation applied. Fighting with the ene-
mies resulted in better masking of the manipulation,
with 15.79% noticing it, while for the other elements,
the rate ranged between 31% and 37%. This supports
the hypothesis that the more engaged a user is, the
less likely they are to detect the manipulation. For
specific elements, the UI results indicate that the cho-
sen shift of 90
was too large, with almost half of the
participants having troubles to locate. However, even
with such a large spawning angle shift from the user’s
front, the negative impact was relatively low. Know-
ing that the user had to select objects three times, it
can be assumed that if the user only had to perform the
selection once, discomfort could be reduced. For the
key drop out of the chest, most participants stated that
the key’s propulsion from the chest was still easy to
spot, and the flow disruption was rated neutrally, indi-
cating that the modification was acceptable. The NPC
interaction modification was rated as the least disrup-
tive (1.79), and the majority of participants (57.9%)
affirmed that they preferred having the limited inter-
action area over being able to interact with NPCs from
the other side. This suggests that this element could
be used to induce rotation, with NPCs being dynami-
cally placed in the space depending on the reorienta-
tion needed.
The results from the terrain modification exper-
iment show that the type of terrain did not signifi-
cantly affect the detection of manipulation for either
the translational gain or the slipperiness effect, except
in the base case of translational gains, where 80%
of participants stated that the gain felt higher on the
water terrain. This was reflected by approximately
50% consistently rating the special terrain as having
more manipulation. This finding contradicts our ini-
tial hypothesis that participants, expecting to move
more slowly, would perceive less manipulation. Sev-
eral factors could explain this, such as the absence of
haptics. Despite that, the terrains were beneficial in
terms of immersion, as participants rated the special
terrains as more immersive than the normal ones.
5.4 Limitation
Several limitations may have affected the results of
the two user studies. First, the participants were pri-
marily male students, which could have biased the
results. Regarding the rotational gain-based study,
only a single value for rotation was tested to keep
the experiment short. However, testing multiple val-
Combining Redirection with Common Game Elements
575
ues for rotational gains, as well as different angles for
UI shifts and distances for key drops from the chest,
would have helped identify optimal values. Nonethe-
less, this work primarily aims to pave the way for
future element-specific user studies. In the slipperi-
ness experiment, the slip effect was calculated using
Unity’s lerping function rather than a physics-based
method, which could be improved. Additionally, in
both the water and ice terrain experiments, haptic
feedback could be incorporated to enhance immer-
sion. Furthermore, full-body tracking was not used
to track participants’ feet and sync the sound of foot-
steps, potentially causing a discrepancy between the
timing of steps and the triggered sound.
6 CONCLUSION
This work provides valuable insights into how game
elements can be integrated with rotational and transla-
tional gains to improve VR navigation while reducing
the noticeability of manipulations. The study shows
that game elements like NPC interactions and enemy
combat can effectively mask rotational gains. How-
ever, terrain manipulations (especially ice and water)
require further refinement, as users detected the same
level of manipulation as on normal pavement. Over-
all, this work contributes to enhancing natural walk-
ing in VR, but further research is needed to determine
the optimal values for UI position changes and col-
lectible drop distances to minimize discomfort. Addi-
tionally, more exploration of terrains is necessary, as
users rated positively for immersion.
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