Impact of Starting Position on Decision-Making in Virtual Reality
Valentina Gorobets
a
, Mathieu Lutfallah
b
, Khashayar Ilbegi Teymouri and Andreas Kunz
c
Institute for Machine Tools and Manufacturing, Swiss Federal Institute of Technology Zurich,
Clausiusstrasse 33, Zurich, Switzerland
{gorobets, lutfallah, kunz}@iwf.mavt.ethz.ch
Keywords:
Virtual Reality, Path Prediction, Natural Walking, Decision Making.
Abstract:
Few studies have explored how a user’s initial starting position or physical obstacles in reality affect decision-
making in virtual reality (VR), particularly when natural walking is used for locomotion. In this paper, we
examine how the starting position in the real world influences walking path decisions in VR. 24 participants
were positioned next to a physical wall before putting on a VR headset and then asked to walk through a
narrow virtual corridor, making a left or right turn at a decision point. To ensure safety, we employed redirected
walking techniques to subtly steer participants away from the real wall. Our results indicate that users remain
aware of their physical starting position, influencing their directional choices in VR.
1 INTRODUCTION
In recent years, VR has become more accessible to
the end-user and industry, being utilized not only for
entertainment purposes, but also for training. (Xie
et al., 2021) lists some of the possible VR training do-
mains: first responder training, medical training, mil-
itary training, transportation, workforce training, and
interpersonal skills training. To effectively train peo-
ple in VR and later apply the results of VR training to
real-life scenarios, it is crucial to study the decision-
making process in VR and identify potential factors
that may influence it. One such factor can be a user’s
awareness of the physical boundaries of the real envi-
ronment they are in.
To explore virtual environments (VEs), various
locomotion techniques can be used, such as natural
walking, walking-in-place, treadmills, or teleporta-
tion (as shown in (Usoh et al., 1999)). Natural walk-
ing is the most intuitive of these; however, it also re-
quires enough physical space to allow users to freely
walk and navigate in the VE. Currently, VR research
does not concentrate on the effect of the starting po-
sition of the user in the real world on human behav-
ior in VR. However, previous research by (Interrante
et al., 2007) has demonstrated that the real-world
space where the virtual experience begins, impacts
the user’s experience in VR. Their findings indicate
a
https://orcid.org/0000-0002-8615-5972
b
https://orcid.org/0000-0001-7863-8889
c
https://orcid.org/0000-0002-6495-4327
that spatial perception accuracy in immersive virtual
environments can be influenced by starting in a real-
world space that is later replicated virtually. However,
to our knowledge, no work has explored the effects of
the paths users take in VR based on their initial phys-
ical position. While the effect of the starting position
in reality might be negligible when the implemented
locomotion technique does not require natural walk-
ing, we want to focus our research on natural walking
and investigate how a starting position may affect the
walking paths.
1.1 Spontaneous Alternation Behaviour
To better understand path decisions, it is important to
introduce the concept of Spontaneous Alternation Be-
haviour (SAB). SAB describes an animal’s tendency
to avoid repeating choices when exploring a maze.
(Nguyen et al., 2017) investigated the potential pres-
ence of this behaviour in humans using VR. To deter-
mine its existence, a study was conducted in which a
virtual maze of equal corridors, consisting of an initial
90
forced turn, followed by three T-junctions, was
designed. A forced turn describes a turn in any di-
rection that is imposed on the user, meaning no other
path is available. The overall alternation rate in VR
was found to be 72%. Their studies showed that also
in humans, the decision-making in path selection is
influenced by previous walking experiences, such as
forced turns, given that no other visual effects influ-
ence the the decision-making process.
604
Gorobets, V., Lutfallah, M., Teymouri, K. I. and Kunz, A.
Impact of Starting Position on Decision-Making in Virtual Reality.
DOI: 10.5220/0013180800003912
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 604-610
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
1.2 Path Decisions Influenced by Visual
Differences
(Abu-Safieh, 2011) examined the effect of visual dif-
ferences, such as brightness and color, on decision-
making in a maze. Two different mazes were de-
signed for this purpose. One focused on brightness
differences between corridors, and the other on color
differences. The results indicated that there was a
high preference for brighter corridors, i.e., corridors
with windows, and cold-colored corridors (e.g., blue,
green, or white). (Vilar et al., 2013) explore the
impacts that width and brightness have on path de-
cisions. Four different experiments were designed.
All comprised T-junctions and F-junctions with var-
ious manipulations applied to them. Similar to (Abu-
Safieh, 2011), they utilized brightness modifications
as well. However, contrary to (Abu-Safieh, 2011), in-
stead of experimenting with colors, they researched
the influence of the width of a corridor. The re-
sults yielded a preference for wider corridors, with
ca. 70% of the choices being the wider corridor. Also,
the results showed a preference for brighter corridors,
with approximately 84% of the outputs for that ex-
periment preferring the brighter corridor. However,
when it came to choosing between brighter or wider,
brightness ended up having a stronger influence on
the users’ choices. The narrower but brighter corridor
was preferred over the wide but darker one. Addi-
tionally, when combining the properties, even higher
percentages of 87% were reached.
1.3 Redirected Walking
In our experiment, the user’s starting position is next
to the side wall. To seamlessly steer them away from
it, we use the Redirected Walking (RDW) technique,
as initially introduced by (Razzaque, 2005). Redi-
rected walking with gains involves subtly manipulat-
ing a user’s movements in VR by applying rotation,
translation, or curvature gains. When being applied
below a perception threshold (Lutfallah et al., 2024),
(Steinicke et al., 2010), these gains alter a user’s vi-
sually perceived direction, speed, and curvature with
regard to the real walking trajectory, enabling them to
navigate a larger VE within a limited physical space.
This creates a seamless and immersive experience by
preventing collisions with real-world boundaries.
While some research exists on the influence of
VEs on a human’s decision-making process for path
selection, no research exists on the influence of the
real environment, which the user sees before putting
on the headset, on their decisions regarding path se-
lection in the VE. Thus, our research findings will
sensitize future research on redirection by addressing
unwanted biases stemming from the real environment.
This paper first describes the methodology of our ex-
periments, followed by a description of the user study.
We then discuss the results and give an outlook on fu-
ture work.
2 METHODOLOGY
The goal of this work was to investigate the influence
of the perceived starting position in the physical space
on user decisions when making decisions in a virtual
maze. To achieve this, we developed a VE with a T-
shaped corridor where the user traverses it using nat-
ural walking and must make a turn at the junction.
We developed the environment using Unity version
2022.3.16f1 with the OpenXR library. The VE was
streamed from a PC to the Pico 4 Enterprise via WiFi.
The available tracking space was 7m × 10m, in which
users always starting next to a physical wall (see Fig-
ure 1.
The layout of the implemented corridor can be
seen in Figure 2. We used a monochromatic texture to
eliminate any potential influences stemming from the
VE. The side passageways were identical and dimly
lit, so the user could not see the end. For the experi-
ments, one side of the corridor led to a physical wall
(critical turn (CT) in Figure 2) since the user starts
next to the environment boundaries. To allow the user
to walk a certain distance if that CT corridor is cho-
sen, we used curvature gains, which represent the in-
jection of rotation while the user perceives to walk
straight, subtly directing them away from the physi-
cal wall. The employed curvature gain was restricted
to a radius of 16 meters, which is more conservative
than the thresholds described (Steinicke et al., 2010).
Using such a wide radius also avoids triggering the
SAP behavior in humans, as described by (Rothacher
et al., 2020).
Since the awareness of the physical boundaries
and thus their effect on decision making in VR might
decay over time and walked distance in VR, the ef-
fects of different corridor lengths were studied in this
work. The lengths used were 7, 5, and 3 meters, and
the same experiment was conducted on both the left
and right sides of the room. Figure 3 shows the user
path along the corridor when curvature gains are ap-
plied. This resulted in total in 6 conditions for the user
study, and in 5 games between them.
Impact of Starting Position on Decision-Making in Virtual Reality
605
Figure 1: The tracking space where the user study has been conducted. Depending on the user’s starting position, the physical
wall is either on the left or the right side, hence resulting in left or right critical turn (CT).
Starting Position!
Physical Boundary!
Critical Turn
Figure 2: Placement of the VE corridor with respect to the
physical space boundaries.
и
Starting Position!
Physical Boundary!
Critical Turn
Starting Position!
Physical Boundary!
Critical Turn
Figure 3: Actual user path in the physical space due to the
employment of curvature gains.
3 USER STUDY
To gather data about user decisions in the imple-
mented VE, a user study was conducted. Participants
were recruited through a poster shared at the univer-
sity. The only criterion for participation was the abil-
ity to walk. The procedure of the study is shown in
Figure 4.
After welcoming the participants, they had to fill
out a consent form. Then, they received an explana-
tion of the overall study sequence, consisting of the
introduction, the two parts of the questionnaire, and
the VR sessions. They then filled out the first part
of the questionnaire which consisted of demographic
questions and the simulator sickness questionnaire
(SSQ) as presetned by (Kennedy et al., 1993). Fol-
lowing this, the user received a short tutorial about the
Pico 4 Enterprise and its controllers, and the guide-
lines were described, as well as the VEs and necessary
Introduction
Consent Form
Demographic Questions
Pre-Study SSQ
Hardware Tutorial
7m, wall on the left
5m, wall on the left
3m, wall on the left
7m, wall on the right
5m, wall on the right
3m, wall on the right
Game
Game
Game
Game
Game
Post-Study SSQ
VR Session Questions
7m, wall on the right
5m, wall on the right
3m, wall on the right
7m, wall on the left
5m, wall on the left
Game
Game
Game
Game
Game
3m, wall on the left
Switch Sides
Switch Sides
Games
T-junctions
Pre and Post
VR Session
Figure 4: User study procedure and the two conditions of
the nearby physical wall being on the left or right side of
the starting position. The game of each round depends on
the assigned order.
steps. Next, participants were instructed to wear the
headset, adjust it, and adjust the correct interpupillary
distance if necessary. Then, they were guided to the
starting position without wearing the HMD so they
could see the nearby wall. The experiment started
with the 7-meter corridors, followed by the 5-meter
and then 3-meter corridors. This sequence was re-
peated for the other side of the physical room (see Fig-
ure 2). The starting side was divided equally among
the users, with half starting on the right and half on the
left. The starting positions were placed at a 0.7m dis-
tance from the corresponding wall and marked on the
floor to simplify the positioning of the users before the
start of each experiment round. The descending order
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
606
of lengths was chosen because starting with 7 meters
allowed the user to be redirected the most, enabling
them to walk the furthest in the critical direction be-
fore reaching the boundaries again. This created the
impression that they would be able to walk similarly
in future conditions, while in the 3-meter condition,
only two steps are possible in the CT direction.
Once the user had walked through the corridor,
made a decision on which side to go, and walked a
few steps in that direction, the experiment was fin-
ished, and a stop sign appeared. Then, the user is
taken to a new scene where they can play a game.
The games served two purposes: first, to prevent users
from remove the HMD immediately after finishing
the experiment to prevent them from realizing the use
of curvature gains; second, the games required walk-
ing to help the user forget the decision they made in
the previous condition. After finishing the game, the
user had to take off the HMD and walk again to the
starting position next to one of the walls, allowing the
second experiment to start. This led the user to see
the starting position again in the physical space.
The games used were rather simple and only en-
sured that the user needed to walk. There were in
total 5 games for the 6 conditions. In the first game,
the user had to pick apples from trees and place them
in a box in the center of the room. The second and
third game involved shooting balloons, where the user
had to walk to the reloading station after shooting 10
bullets. In one game, the balloons were spread every-
where, while in the other, there were separating walls
that the user had to navigate to see the targets. The
fourth game involved solving mathematical equations
using cubes placed around the space. The user had to
grab the cubes and place them on a board to complete
an equation. Finally, the last game consisted of grab-
bing colored cubes and placing them in the correct
basket of the same color.
The order of the games between the conditions
was also permuted so that none of the users had ex-
actly the same sequence, ensuring that in the set of
combinations, no pair of games appeared in the same
position twice. After finishing the complete study in
VR, each user had to answer again the SSQ question-
naire, and some experiment-specific questions. These
consisted of describing the effects of the walls on their
decision and the strategy followed to make the deci-
sion at the junction. Additional questions were added
to detect the perception of curvature gain. To obscure
the focus on curvature gain, some questions referred
to non-existent aspects, with the key question about
curvature gain hidden among them. This procedure is
inspired by the work of (Suma et al., 2011). For ex-
ample, one of the obscuring questions asked the user
Figure 5: Amount of participants per number of critical
turns.
if they felt they were walking faster or slower between
the environments.
4 RESULTS AND DISCUSSION
A total of 24 individuals were recruited, 21 male and
3 female. All participants had normal or corrected-
to-normal eyesight. They consisted mostly of bach-
elor’s and master’s students. Their ages ranged from
20 to 28 years. Different levels of experience with VR
equipment are represented in the recruited pool, rang-
ing from complete novices to those with more than
100 hours of experience. We recorded 6 paths per
participant, resulting in a total of 144 paths.
The SSQ scores were computed for both the pre-
and post-questionnaire phases. The average differ-
ence between the total scores was 2.65 ± 16.28, with
14 participants having lower or unchanged scores af-
ter the testing phase. This indicates that the experi-
ments did not induce significant cybersickness in par-
ticipants. It should be noted that there was one outlier
with a difference of 44.9. However, during this ex-
periment, some connection problems occurred, which
likely led to this result. Since the participant did not
report any discomfort in the informal feedback, we
decided to retain their data.
4.1 General Findings
Out of the 144 paths obtained, 93 were Non-Critical
Turns (NCTs) (see Table 1). That corresponds to
approximately 64.58%, i.e., nearly two-thirds of the
paths. On average 3.875 out of 6 of the participants’
paths avoided CT. So, each person chose on average 2
CTs. In Figure 5, is shown the number of participants
who chose a certain amount of CTs. No user chose
5 or more CTs. In addition, the majority chose 4 or
more paths involving NCTs.
Impact of Starting Position on Decision-Making in Virtual Reality
607
Table 1: Overall Recorded Path Decisions.
Non-critical Turns Critical Turns Total
Amount 93 51 144
Percentage 64.58% 35.42% 100%
4.2 Correlation Between CTs and Wall
Location
When looking at the number of paths leading away
and towards the close wall grouped by the wall loca-
tion (see Figure 6), we see that when the wall is on the
left, exactly 1/3 of the paths are CT. When the wall is
on the right, a similar behavior is observed, though
slightly more paths (37.5%) involving the CT. Our
null hypothesis is formulated in the following way:
H
0
: The side on which a participant starts the exper-
iment (wall to the left or to the right of the user) does
not have a significant impact on the decision-making.
Using Fisher’s exact test, we get that p > 0.05. There-
fore, H
0
cannot be rejected, which proves that the ini-
tial position of the wall (to the left or to the right of
the user) did not significantly affect the number of the
taken critical turns.
4.3 Correlation Between CTs and
Corridor Length
Grouping the results by corridor length, an interest-
ing behavior is shown. The results for the corridors
with lengths 3m and 7m show the tendency of the par-
ticipants to avoid critical turns. However, for 5m, we
have exactly 50% of CTs. Our null hypothesis is for-
mulated in the following way:
H
0
: The longer the distance up to the decision point,
the more paths will involve a CT, as the participants
tend to forget the physical boundary after walking a
longer distance.
A pairwise Fisher’s test was conducted to test our
hypothesis, with a Bonferroni correction applied due
to multiple comparisons. Firstly, Fisher’s exact test
for the conditions with corridor lengths 3m and 7m
yields that p > 0.01, and thus is not statistically sig-
nificant. For conditions with lengths 5m and 7m, we
get p > 0.01, and the same goes for lengths 5m and
3m. In conclusion, H
0
cannot be rejected for any of
these. Hence, it cannot be proven that the lengths
had an impact on the decision-making. This confirms
the finding by Ngyuen et al. (Nguyen et al., 2017),
who also stated that alternation behavior neither de-
cays nor increases over time.
Figure 6: Path decisions by wall location.
Figure 7: Path decisions by corridor length.
4.4 Correlation Between CTs and
Physical Boundaries Effect
From the 24 participants, 7 stated that the walls did
not affect their turn decision. Comparing the percent-
ages of path directions in relation to the effect of the
physical walls (see Table 2), we observe that the per-
centage of paths heading towards the wall is higher
for people who stated that they were not affected by
the walls than those who were. Still, the majority of
paths diverted from the nearby wall.
4.5 Correlation Between CTs and the
Round Number
The results yielded a clear preference to avoid the wall
when it comes to the first, third, fourth, fifth, and sixth
rounds, where the majority of participants chose the
path avoiding the CT. For the first and last rounds,
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
608
Table 2: Path decisions based on awareness of boundaries.
Decision affected by
the Physical Walls
Non-critical Turns Non-critical Turns [%] Critical Turns Critical Turns [%]
No 24 57.14% 18 42.86%
Yes 69 67.65% 33 32.35%
Table 3: Alternation rates of critical and non-critical turns.
Rounds 1st - 2nd 2nd - 3rd 4th -5th 5th - 6th
P(CT |NCT ) 0.6842 0.3 0.4375 0.3571
Table 4: Alternation Rates of the Turn Direction.
Rounds 1st - 2nd 2nd - 3rd 4th -5th 5th - 6th
P(X|Y ) 0.7083 0.5 0.5 0.5833
Figure 8: Path decisions by round number.
nearly 80% chose to move away from the physical
boundary. Whereas, for the second round the behav-
ior is vastly different, with the majority choosing to
walk towards the obstacle. Still, in five out of the six
rounds, the majority of paths avoid the CT (see Fig-
ure 8). Table 3 shows the different alternation rates
(P(CT |NCT )) of choosing a CT given that the pre-
vious choice was not a CT (NCT) when comparing
two consecutive rounds of the T-junction experiment.
The probability for the second round is significantly
higher, while for the remaining rounds, the probabil-
ity stays below 0.5.
4.6 Correlation Between the Current
and Previous Turn Choices
Table 4 shows the different alternation rates when
comparing the two consecutive rounds of the T-
junction experiment. P(X|Y ) is the probability of
choosing direction X given that the previous choice
was direction Y . We implemented the mini-games be-
tween different rounds to prevent the SAB in two con-
secutive rounds. However, as it is seen from the Table
4, P(X|Y ) between rounds 1 and 2 is rather high. Our
assumption is that this is linked to the curiosity of the
participants to explore another turn of the VE and see
what will happen. As the majority of the participants
tried to avoid the CT in the first round due to their
awareness of the physical wall nearby, some of them
reported their interest in taking it in the next round.
5 CONCLUSION
In this paper, we presented an approach to investi-
gate the effect of the starting position on the walking
path and decision-making in VR. We hypothesized
that starting next to the physical wall triggers partici-
pants to take the non-critical turn and steer away from
the real wall to avoid collision. To implement such an
environment, we used a redirected walking technique
that steered participants away from the wall to prevent
them from colliding with it if a critical turn was taken.
To mitigate participants’ spatial awareness, we inte-
grated mini-games in between different rounds. Our
results showed that in the initial round, participants
tended to avoid critical turns due to an awareness of
their starting position near the wall. However, in the
second round, more than half of the participants chose
to take a critical turn, mentioning during interviews
that they were aware of the environment but wanted
to explore the consequences of taking a critical turn.
Our research highlights the need to consider the
spatial awareness of the users when natural walking
is required. Further research can be broadened to not
only consider the starting position next to the wall but
also investigating the influence of other obstacles that
are present in the physical environment.
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