
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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