Exploring Seated Locomotion Techniques in Virtual Reality for People
with Limited Mobility
Marlene Huber
1,2 a
, Simon Kloiber
3 b
, Annalena Ulschmid
2 c
, Agata Marta Soccini
4 d
,
Alessandro Clocchiatti
4 e
, Hannes Kaufmann
2 f
and Katharina Kr
¨
osl
2 g
1
VRVis GmbH, Vienna, Austria
2
TU Wien, Vienna, Austria
3
Graz University of Technology, Graz, Austria
4
University of Torino, Turin, Italy
Keywords:
Virtual Reality, Accessibility, Locomotion, User Study.
Abstract:
Virtual reality (VR) is often designed as a standing experience, excluding individuals with limited mobility.
Given that a significant portion of the population experiences lower-body mobility restrictions, accessible VR
locomotion must accommodate users without requiring lower-body movement. To build a comprehensive
understanding of suitable locomotion techniques (LTs) for this demographic, it is crucial to evaluate the fea-
sibility of various approaches in virtual environments (VEs). As a starting point, we present our evaluation
approach and a user study on the feasibility and potential of selected LTs for accessible seated locomotion in
VR. Our findings indicate that common LTs can be adapted for seated stationary VR. Teleportation-based tech-
niques, in particular, stand out as viable options for accessible locomotion. Although our simulated wheelchair
was less popular with non-disabled participants, it was well-received by wheelchair users and shows promise
as an intuitive LT for this target group.
1 INTRODUCTION
According to the World Health Organization, about
1 billion people ( 15% of the global popula-
tion) live with a disability, with 70 million relying
on wheelchairs (World Health Organization (WHO),
2021, 2017). Ensuring accessibility to emerging tech-
nologies like Virtual Reality (VR) for individuals
with limited mobility is of societal importance. De-
signing VR applications for this group requires lo-
comotion techniques (LTs) that accommodate seated
and stationary users. Existing LTs often depend on
costly hardware or physical effort, limiting accessibil-
ity (Vailland et al., 2021; G
¨
otzelmann and Kreimeier,
2020; Brachtendorf et al., 2020). However, research
a
https://orcid.org/0000-0001-7138-6172
b
https://orcid.org/0000-0003-1186-7630
c
https://orcid.org/0000-0002-0539-9378
d
https://orcid.org/0000-0002-7571-8637
e
https://orcid.org/0009-0002-1451-7775
f
https://orcid.org/0000-0002-0322-9869
g
https://orcid.org/0000-0002-9939-0517
on accessible LTs for VR is sparse. To address this
gap, we pose the following research questions:
Q1: Are commonly used LTs also feasible in a seated
stationary VR setting and therefore in principle
accessible for people with limited lower-body mo-
bility?
Q2: Which LT with only upper-body control is the most
efficient to move through a VE?
Q3: Which LT is best suited for a seated stationary VR
experience overall?
We explore digital LTs for seated, stationary VR,
requiring no additional hardware. This novel ap-
proach evaluates LTs in such settings, emphasiz-
ing techniques potentially enhancing accessibility for
users with limited lower-body mobility. With this
work, we make the following contributions:
LT Selection. Five LTs were chosen based on
literature and their potential feasibility for users
with limited lower-body mobility.
Improved LTs. We present modified versions of
the selected LTs which make them suitable for a
Huber, M., Kloiber, S., Ulschmid, A., Soccini, A. M., Clocchiatti, A., Kaufmann, H. and Krösl, K.
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility.
DOI: 10.5220/0013305000003912
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 161-173
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
161
(a)
(b)
(c)
(d)
(e)
Figure 1: We compare different locomotion techniques in our evaluation environment: the common Standard Teleport (a), a
teleport version we call Volumetric Teleport (b), a virtual Wheelchair (c), Grab&Pull (d), and the multi-perspective locomotion
technique Outstanding (e).
seated, stationary VR setting.
Evaluation Environment and Task Design. To
make the selected LTs comparable in a user study,
we developed an evaluation environment, includ-
ing a task design for three tasks that represent dif-
ferent application areas: moving across long dis-
tances, on different elevation levels, or around ob-
stacles.
User Study. We present the results of a user study,
where all five locomotion metaphors were exe-
cuted in a seated, stationary position, and give rec-
ommendations for accessible locomotion based
on our findings.
2 RELATED WORK
Research explores diverse LTs such as natural walk-
ing (Langbehn et al., 2017), treadmills (Cherni et al.,
2021), walking-in-place (Wilson et al., 2016), telepor-
tation (Weißker et al., 2018), joystick steering (Clifton
and Palmisano, 2020), leaning (Buttussi and Chit-
taro, 2021), and arm-movement (Coomer et al., 2018).
Most LTs rely heavily on physical mobility, especially
the legs, limiting accessibility for users with disabil-
ities. Accessibility in VR means ensuring VEs ac-
commodate users with diverse disabilities, a challeng-
ing task given the wide range of needs. While previ-
ous work, such as Soccini (2020); Soccini and Cena
(2021); Soccini et al. (2022), explored VR applica-
tions for users with physical disabilities, our goal is
to enable these users to access experiences designed
for non-disabled users. Mott et al. (2019, 2020) iden-
tified barriers for users with limited mobility in VR,
including setup and cord management. We address
these challenges in our study (see Section 3).
2.1 Seated Locomotion in VR
When users’ hands are occupied, controller-based LTs
in VR become impractical. Solutions like VR Strider
(Freiwald et al., 2020), a seated LT using an exer-
cise bike with trackers and feedback devices, offer
higher presence, comfort, and better spatial estima-
tion compared to teleportation and joystick locomo-
tion. Similarly, Buttussi and Chittaro (2021) com-
pared teleportation, leaning, and joystick LTs, find-
ing leaning uncomfortable and prone to causing neck
and spine fatigue. Alternative methods like pres-
sure sensors on thighs (Ohshima et al., 2016) show
promise for wheelchair users but require special-
ized hardware and lack thorough evaluation. Seated
steering LTs, as explored by Clifton and Palmisano
(2020), reduce disorientation compared to standing
versions and perform similarly in cybersickness met-
rics, suggesting our seated stationary LTs would align
with their standing counterparts. TriggerWalking
(Sarupuri et al., 2017) enables walking-like gestures
via controller buttons, while Zielasko and Riecke
(2020) emphasize that seated users prioritize the sen-
sation of movement in VR over the illusion of walk-
ing. Following this, we avoided simulating a standing
experience or artificially increasing user height in our
approach.
2.2 Wheelchair Locomotion in VR
A unique form of seated LTs involve virtual
wheelchairs. Abstract LTs are often more acces-
sible than those mimicking real walking (Di Luca
et al., 2021). Studies like Vailland et al. (2021)
and Yang et al. (2021) demonstrate VR’s potential
in training wheelchair users for joystick operation
and mechanical propulsion, but these focus on train-
ing rather than broader VR accessibility. Specialized
hardware is being developed for wheelchair-based VR
locomotion. Whee’llConnect(Hansen et al., 2019)
mounts power wheelchairs onto a stationary setup to
translate propulsion into virtual movement. Physical
wheelchairs combined with ergometers(G
¨
otzelmann
and Kreimeier, 2020; Brachtendorf et al., 2020) have
also been used for urban planning and force feedback.
However, such devices are costly, experimental, and
require switching between controllers and wheelchair
wheels. Other efforts include a virtual wheelchair
simulation using swivel chair rotation (Kr
¨
osl et al.,
2018), which is inaccessible for users with limited
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162
Table 1: List of feasible LTs for people with limited lower-
body mobility. The top five LTs were selected for the study
and modified for seated stationary locomotion.
Locomotion Based On
Grab&Pull Coomer et al. (2018)
Outstanding Cmentowski et al. (2019)
Standard Teleport No specific source
Volumetric Teleport No specific source
Wheelchair Majetich (2021)
Arm-Swinging Wilson et al. (2016)
Leaning (Upper Body) Langbehn et al. (2015)
Swimming Huang et al. (2019)
TriggerWalking Sarupuri et al. (2017)
Node-based Jacob Habgood et al. (2018)
Steering Langbehn et al. (2018)
lower-body mobility. Research by Gerling et al.
(2020) highlighted the importance of adaptable con-
trols, safe interaction, and retaining some physical
movement for VR accessibility. Stress from mov-
ing real wheelchairs in a room while wearing an
HMD is another challenge stationary LTs can ad-
dress. While Majetich (2021) prototyped a mechan-
ical wheelchair simulation, broader research on this
LT remains sparse. We see potential for this approach
as an inexpensive, accessible solution for home use,
eliminating the need for additional hardware or phys-
ical wheelchair movement during VR interaction.
3 LOCOMOTION TECHNIQUES
For our user study, we decided to limit our investi-
gation to LTs for a specific target audience, namely
wheelchair users that have a full range of motion in
their upper body (hands, arms, head). Based on the
limitations of existing solutions as outlined in the pre-
vious section, we define the following requirements
for the selection of suitable LTs for our user study:
1. Upper-Body Movement Only. LTs must rely
solely on hand and arm movements, accommodat-
ing users with limited lower-body mobility.
2. Holistic Virtual Movement. LTs must support
seated, stationary 3D navigation, including virtual
rotation and exploration of uneven terrain and al-
titudes.
3. No Additional Hardware. LTs must function us-
ing only standard VR equipment: a HMD and two
controllers.
LTs that meet the above requirements are listed in
Table 1. We selected five of them and LTs that do not
fulfill all three requirements are considered infeasi-
ble. To prevent sickness-inducing movements (Lang-
behn et al., 2018), we excluded LTs with continuous
Figure 2: A comparison of how users move with the differ-
ent LTs. VE colors are simplified for better visibility.
Steering or joystick control and only included those
enabling unrestricted movement in a VE without pre-
selected nodes (Node-based LTs). Our goal was to
select a range of LTs with different archetypes: Tele-
port is a widely used LT. Outstanding offers a con-
tinuous version for long-range travel. From similar
LTs like Grab&Pull, Swimming, and Arm-Swinging,
we selected Grab&Pull for its independence between
movement direction and camera orientation and its
ability to function with one hand. We included
Wheelchair as an LT that closely mimics real-world
movement for people with limited lower-body mobil-
ity. TriggerWalking was excluded due to complexity,
and Leaning was excluded for comfort issues (But-
tussi and Chittaro, 2021). We adapted the selected
LTs to ensure usability for individuals with limited
mobility (Figure 2 visualizes hand and head move-
ments in the VE, following Kloiber et al. (2020)). The
LTs and evaluation environment were implemented
in Unity 2021.3.0f1 using the XR Interaction Toolkit
2.0.1. To address VR accessibility barriers (Mott
et al., 2020), we used the Oculus Quest 2, a stand-
alone HMD with inside-out tracking requiring only
an HMD and controllers.
Grab&Pull. This continuous LT, based on Point-
Tugging (Coomer et al., 2018), involves users grab-
bing the air to pull or push themselves through the
VE. It relies on upper-body movements and enables
continuous navigation.
Outstanding. A continuous multi-perspective LT
where users control an avatar by selecting target
points (Cmentowski et al., 2019). Users can switch
between first- and third-person views to traverse large
distances (Figure 1e).
Teleport. A discontinuous LT where users select a
target point and “jump” there, guided by trajectory or
volumetric indicators. This LT is widely used due to
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
163
its reduced likelihood of motion sickness (Langbehn
et al., 2018).
Wheelchair. Drawing on Majetich (2021), this LT
simulates a mechanical wheelchair. Users push vir-
tual wheels using VR controllers, eliminating the
need for additional equipment or hand tracking (Fig-
ure 1c). Since the wheelchair is physically based, this
LT requires a lot of movement from users, and may
exhaust them. However, since the target audience are
people who use mechanical wheelchairs and perform
this movement daily, this LT might not feel as strenu-
ous to them.
3.1 Modifications and Implementations
To maximize accessibility for stationary, seated loco-
motion, we adapted all chosen LTs to enable orienta-
tion changes while sitting.
Grab&Pull. This LT builds on the concept by
Coomer et al. (2018), with modifications informed by
informal user tests. To address the slow pace of move-
ment, we added a multiplier (m in Eq. 3) to enable
covering greater distances efficiently. A multiplier
of 2.0 proved effective, avoiding noticeable jitter in
initial testing. Attempts to integrate rotation directly
into the grabbing motion caused jitter and nausea. To
resolve this, we separated position changes from ro-
tation, allowing orientation adjustments via joystick
control. Vertical movement (y-axis) was incorporated
realistically by interpolating between the user’s cam-
era height (cam
h
) and the controller height (con
h
) at
the grab point (Eq. 2), with interpolation determined
by hand movement (t, Eq. 1). The updated position
(NewPos) is calculated using Eq. 3, where dist
max
rep-
resents the maximum controller movement distance in
the x-z plane.
t = clamp
dist
current
dist
max
[0, 1] (1)
y = t · con
h
+ (1 t)· cam
h
(2)
NewPos =
current
x
+ (grab
x
con
x
) · m
y
current
z
+ (grab
z
con
z
) · m
(3)
To mitigate potential user fatigue from extended hand
positions, the grabbing mechanism operates at any
point in space. However, this flexibility can influ-
ence the relative movement distance achievable from
a grab point.
Figure 3: Left: Standard Teleport indicator. Right: translu-
cent Volumetric Teleport indicator.
Outstanding. Cmentowski et al. (2019) provided
the source code of their LT Outstanding for our study,
including the basic functionality of zooming out, se-
lecting a target via a trajectory, and allowing the
avatar to follow a path (using Unity AI Navigation)
to reach the target point.
We modified the first-person camera to account for
height differences in the VE and added a continuous
rotation feature, enabling the user to adjust their view-
ing direction. This adjustment replaces the original
LT’s reliance on physical rotation in the real world.
Standard and Volumetric Teleport. Teleport is a
promising LT, but seated users may face occlusions in
VEs with obstacles. We tested two variants: Standard
Teleport (Figure 3, left; Figure 1a) with a flat circle in-
dicator and Volumetric Teleport (Figure 3, right; Fig-
ure 1b) using a translucent cross for better visibility.
Following Weißker et al. (2018), both teleports use a
pointing method, operate in vista space, and provide
visual feedback with instant transitions. Users acti-
vate teleportation with the primary button (A on the
right Oculus Touch Controller) and release to execute.
Discontinuous snap-rotations (45° increments) were
added for in-place orientation using the right joystick.
Wheelchair. Our wheelchair LT builds on Ma-
jetich’s VR wheelchair implementation (Majetich,
2021) and uses a 3D model based on the Meyra Bud-
get 2 (Model 9.050
1
). Each wheelchair component
exists as both a visual 3D object and a physics in-
stance, synchronized to move the player with the
wheelchair. Users grab the large wheels (60cm di-
ameter) to push or pull, creating a grab point that dis-
appears if they let go or exceed a set distance. When
stopped, braking is simulated by increasing the nega-
tive torque of the wheel based on its angular velocity.
If released without braking, motion gradually slows
due to physics, with inclines requiring more effort
than flat surfaces. We fine-tuned the physics param-
eters (Majetich, 2021) through informal user testing
1
Mechanical wheelchair: Meyra Budget 2,
Model 9.050, https://www.fruehwald.net/mobilitaet/
rollstuehle-u-elektrorollstuehle/standardrollstuhl/
57
PRODUKT/42124/meyra-budget-2-modell-9050
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
164
Figure 4: The ground plane of the VE with all three tasks
active.
for improved usability. Haptic feedback on the con-
trollers indicates successful wheel grabs, reducing the
need to look down while interacting.
4 EVALUATION ENVIRONMENT
AND TASK DESIGN
To test the accessibility of our chosen LTs, we de-
signed a custom VE with three tasks (T1, T2, T3) ad-
dressing key aspects of stationary seated locomotion:
(T1) Differences in Altitude. T1 features a hill with
an 10
incline to evaluate the usability of LTs
for reaching positions at varying heights.
(T2) Long Distance. T2 includes a 200-meter-long
straight path to assess the performance of LTs
over extended distances.
(T3) Obstacle Course. In T3, users navigate a
course with static obstacles to test precise posi-
tion adjustments without collisions. The course
layout was consistent across all LTs.
They were positioned at the corners of a 200 by
200 meter plane, equidistant from the center (see Fig-
ure 4). The starting point was placed at the fourth cor-
ner, with tasks arranged such that the distances from
the starting point to T1 and T3 are equal, while the
distance to T2 is longer. Each task requires users to
navigate the environment and locate a target marked
by a black pillar with a task-button on top, which must
be pressed to complete the task. A large pink arrow
highlights the target’s location in the VE. To form a
continuous path for three tasks in any order, a replica
of the ground plane is placed so the new starting po-
sition aligns directly beneath the previous target (see
Figure 5). Each added ground plane displays only one
task. In our VE, obstacles like trees and stones (see
Figure 2) have reliable colliders. However, there is
no feedback when a collision occurs except that the
Wheelchair cannot move through it. To enhance the
user’s sense of movement with the continuous LTs,
we use a grass texture on the ground instead of a plain
green color.
Figure 5: One of six possible task orders (2, 3, 1) in the VE.
T1 is marked in magenta, T2 in green, and T3 in blue.
5 USER STUDY
Our goal is to facilitate the design of inclusive LTs
for VR, specifically for users with limited mobility.
To achieve this, we identified LTs suitable for sta-
tionary, seated settings through a literature review and
tested them first with non-disabled individuals to eval-
uate feasibility. In the second part of the study, qual-
itative feedback was collected from two wheelchair
users. For the first part, we employed a within-subject
design where 15 non-disabled participants (seven fe-
male, eight male, aged 26–55, M = 33.5, SD = 4.7)
tested all five LTs across three tasks. Participants var-
ied in VR experience: one had no prior experience,
four had tried it once, seven multiple times, and three
were regular users. Tasks were completed in a con-
sistent environment using the same hardware and a
stationary non-swivel chair for all LTs. In the sec-
ond part, two wheelchair users provided qualitative
feedback. P1 (male, 24) regularly uses a mechani-
cal wheelchair and has prior VR experience. P2 (fe-
male, 27) alternates between a mechanical wheelchair
at home and an electrical one outside, with limited VR
experience. P1 used his mechanical wheelchair, while
P2 used her electrical wheelchair during the study.
5.1 Experiments with Non-Disabled
Participants
5.1.1 Procedure
Our evaluation environment and tasks were designed
to accommodate an arbitrarily large user study with
an a-priori unknown number of participants. The sys-
tem automatically randomized the order of experi-
mental conditions (LTs) and tasks within each con-
dition. Since counterbalancing would require knowl-
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
165
edge of the expected participant count, it was not im-
plemented. The procedure lasted approximately 45 to
60 minutes and consisted of the following steps:
1. Introduction. Participants were briefed on the
study procedure and signed a consent form.
2. Demographic questionnaire. Participants pro-
vided information on gender, age, wheelchair us-
age, and VR experience.
3. Hardware introduction. Participants were intro-
duced to the Oculus Quest 2 setup and the evalua-
tion environment.
4. Testing phase. Each set of three tasks began
with a test scene where participants were intro-
duced to the current LT while wearing the HMD.
They could try out the controls and were shown
the task-buttons, targets, and indication arrows.
Once comfortable, participants initiated the tasks
by pressing the task-button. After completing the
three tasks described in Section 4, participants
removed the HMD and completed the VR Sick-
ness Questionnaire (VRSQ). If sickness symp-
toms arose, extended breaks were taken, and the
study continued only with the participant’s con-
sent.
5. Questionnaires. After completing all LTs, partic-
ipants filled out the System Usability Scale (SUS)
questionnaire and answered additional questions
about each LT. This process allowed for compara-
tive feedback across all LTs.
Participants could skip tasks or scenes if they felt
too exhausted, motion-sick, or frustrated. All ques-
tionnaires were completed regardless of task com-
pletion to capture participants’ opinions. Breaks of
any length were allowed, and participants could end
the experiment at any time. The study did not focus
on learning time for operating an LT. During testing,
participants were given unlimited time to familiarize
themselves with the controls. Path memorization was
unnecessary as targets were always marked with a red
arrow, minimizing the impact of potential learning ef-
fects.
5.1.2 Data Collection
We recorded data on task completion time, HMD and
controller positions, collisions with obstacles, and in-
stances where participants skipped tasks.
Virtual Reality Sickness Questionnaire. We eval-
uated the feasibility of the chosen LTs for seated, sta-
tionary VR by assessing nausea potential using the
VRSQ (Kim et al., 2018).
System Usability Scale. To evaluate the usability of
our LTs, we used the adapted SUS from Bangor et al.
(2008). While the NASA-TLX assesses workload, we
chose the SUS as it better distinguishes between us-
able and unusable systems, making it more appropri-
ate for our study. We excluded two statements from
the SUS: statement 4, as traditional technical support
is not applicable in our VR setting, and statement 5, as
our LTs do not have diverse functionalities requiring
integration. The SUS score calculation was adapted
to reflect these changes.
Additional Questions. After completing all 15 tri-
als (three tasks per LT), participants rated each LT on
a 7-point Likert scale and indicated their overall pre-
ferred technique, providing reasons for their choice.
Additionally, they were asked to describe any differ-
ences they noticed between tasks when using the same
LT and to provide general feedback not addressed by
other questions. We did not include questions about
presence or immersion, as these topics have been ex-
tensively studied in prior research (Jacob Habgood
et al., 2018; Cmentowski et al., 2019; Wolf et al.,
2020; Buttussi and Chittaro, 2021) and are outside the
scope of our study.
5.2 Experiments with Wheelchair Users
In the second part of the study, feedback was collected
from wheelchair users. The procedure included: (1)
an introduction to the study and hardware, (2) a test-
ing phase with a thinking-aloud protocol, (3) a demo-
graphics questionnaire with a 7-point Likert scale to
rate LT preferences, and (4) a semi-structured inter-
view with the following questions:
Which was your favorite LT?
What would be the ideal LT for you or how would
you improve your favorite LT?
Do you find it important that there are adapted
LTs like the ones you just experienced?
Did you ever have the problem that you were not
able to use a VR app because of your limited mo-
bility?
Would you describe the wheelchair LT as intuitive
for you? What were the positive/negative aspects
of that LT for you?
6 EVALUATION
To address research question Q1 on the feasibility of
LTs in a seated, stationary VR setting, we surveyed
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
166
n=14
n=15
n=15
n=10
n=5
n=14
n=15
n=15
n=7
n=5
n=15
n=15
n=13
n=9
n=6
****
**
****
**
*
****
***
**
****
***
**
**
*
****
**
**
****
**
**
**
F(4,12) = 13.79, p = 0.00019, η
g
2
= 0.74 F(4,12) = 40.96, p = <0.0001, η
g
2
= 0.89 F(1.42,7.08) = 22.78, p = 0.001, η
g
2
= 0.72
0
200
400
600
Task 1 Task 2 Task 3
Time (sec)
a a a a aStandard Teleport Volumetric Teleport Outstanding Grab&Pull Wheelchair
Figure 6: Boxplot of the completion time per task per LT ( mean, weak outlier). Statistically significant relations according
to pairwise t-tests are connected on top with the number of stars indicating the significance level. The number of participants
per group after outlier-removal is reported bellow each box. One-way repeated-measures ANOVA results are reported bellow
each Task.
Task 1
p=0.0039 p=0.062 p=0.25 p=0.058 p=0.29
Task 2
p=0.083 p=0.99 p=0.68 p=0.76 p=0.36
Standard
Teleport
Task 3
p=0.02
Volumetric
Teleport
p=0.14
Outstanding
p=0.21
Grab&Pull
p=0.071
Wheelchair
p=0.44
Normality of the Duration per Task and Method
Figure 7: QQ-Plots and Shapiro-Wilk test results for the
completion time.
the literature and then tested the usability of our five
selected LTs, with the following hypothesis:
H1: All LTs reach an adapted SUS score > 50.
To find the most efficient LT (Q2), we formulated
these hypotheses:
H2: Continuous LTs cause more collisions.
H3: Discontinuous LTs result in faster task comple-
tion.
H4: Different LTs produce different movement
paths.
Finally, to overall determine the most suitable LT
for seated, stationary VR (Q3), we tested:
H5: Volumetric Teleport is better in cluttered envi-
ronments.
H6: LTs with less sickness symptoms and higher us-
ability scores will be preferred.
H7: The wheelchair LT is more intuitive to use for
regular wheelchair users.
We use the standard α = 0.05 for all statistical
tests and, in case of multiple testing, report adjusted
p-values after applying Bonferroni correction. As ef-
fect sizes, we report Cohen’s d, Wilcoxon’s r and
Kendal’s W (< .5 small, .5 .8 medium, > .8 large),
and generalized eta squared η
2
g
(< .06 small, .06 .14
medium, > .14 large). As the same participant expe-
rienced every LT, we use paired or repeated measure
methods to address the dependency of the individual
measurements on the subject. An a-priori power anal-
ysis with β = .8 indicates a required sample size of
n = 8 for a one-way ANOVA with a medium effect,
and n = 15 for a paired, two-sided t-test with a large
effect. Greenhouse–Geisser correction is applied, if
the sphericity assumption is violated. Result figures
use the IBM colorblind-safe palette (IBM, 2018).
6.1 Results from Non-Disabled
Participants
Not all participants completed every task; some
skipped individual tasks, and three users had to abort
testing the Grab&Pull and Wheelchair LTs due to
motion sickness. As a result, the number of measure-
ments per parameter or task varies.
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
167
6.1.1 Objective Data
Collisions. Collisions were recorded only in the ob-
stacle course (T3). Since Outstanding uses Unity’s
AI Navigation pathfinding, which does not produce
collisions, it is not evaluated here. Most partici-
pants caused no collisions, but one participant cre-
ated 42 with Grab&Pull, possibly due to not recog-
nizing small plants as obstacles. Grab&Pull had the
most collisions, and Wheelchair the least. Due to the
aforementioned extreme outlier and non-normality of
the data, we applied a non-parametric Friedman test,
which yielded no significant result (χ
2
(3) = 4.53,
p = .21, W = .28). Therefore, we reject H2.
Task Completion Time. We tracked task comple-
tion time as a primary measure of efficiency. Two
extreme outliers from the Standard Teleport LT were
removed. Shapiro-Wilk tests revealed violations of
normality for the first and third tasks using Stan-
dard Teleport. However, the Quantile-Quantile (QQ)
plots depicted in Figure 7 suggest that the data ap-
proximately follows the linear reference line. Thus,
we consider all times normally distributed. A two-
way ANOVA reveals a significant influence of the LT
used (F(4, 4) = 15.694, p = .01, η
2
g
= 0.896), but a
negligible effect of the task (F(2, 2) = 16.665, p =
.057, η
2
g
= 0.332). Subsequent one-way ANOVAs
for each task and pairwise comparisons using two-
way t-tests show substantial differences between most
LTs (Figures 6), but no significant difference between
Grab&Pull and Wheelchair (T1: p = .54, d = 1.54;
T2: p = 1, d = 1.14; T3: p = 1, d = .044) or between
the Teleport variations (T1: p = .34, d = .63; T2:
p = 1, d = .157; T3: p = 1, d = .026). Grab&Pull
and Wheelchair were on average the slowest, fol-
lowed by Outstanding, which is restricted by the pre-
set avatar’s speed. Discontinuous Teleport variations
were statistically significantly faster than most LTs,
except Wheelchair at T1, probably due to the small
sample size, as the min-max intervals are distinctly
not overlapping. Given the evidence that discontin-
uous LTs lead to faster completion times, we accept
H3. Next to the standard list-wise deletion for miss-
ing data, we additionally fitted a linear mixed-effects
model combined with conditional multiple imputa-
tion (N = 100, MICE based on Bayesion regression),
to predict missing values. The conclusions remained
consistent with the original analysis.
Movement Paths. Most movement paths for the
Teleport variations showed inaccuracies, as partici-
pants prioritized speed over accuracy, resulting in dif-
ferently sized loops around the target. In T3, some
Table 2: Descriptive statistics of the questionnaire results.
VRSQ SUS
Mean SD Median Mean SD Median
Std. Teleport 2.89 6.72 0 92.7 10.1 96.9
Vol. Teleport 3.34 6.99 0 93.3 8.17 96.9
Outstanding 5.56 5.27 3.34 77.1 22.2 87.5
Grab&Pull 21.89 15.88 19.2 66.7 21.7 68.8
Wheelchair 25.00 11.75 22.5 42.9 21.6 37.5
participants found small openings to project their
teleport trajectory through, allowing faster move-
ment through the obstacle course (see Figure 2,
4). Grab&Pull and Wheelchair paths showed more
zigzag patterns, possibily contributing to participants’
aversion to these LTs. Additionally, the Wheelchair
required realistic rotation of the virtual wheelchair,
increasing effort on corners (see Figure 2, 5, lower
right). These findings demonstrate that different LTs
result in different movement paths, supporting H4.
6.1.2 Questionnaires
Virtual Reality Sickness Questionnaire. The
VRSQ score (0-100) indicates sickness, with higher
scores reflecting greater sickness. Volumetric Tele-
port, Standard Teleport, and Outstanding had low
scores, while Grab&Pull and Wheelchair had higher
ones (Table 2). A Friedman test (χ
2
(4) = 46.3,
p < .001, W = .772) found significant differences
between LTs. Pairwise Wilcoxon signed rank tests
showed Grab&Pull and Wheelchair had significantly
higher scores than the others (p .011, r .851).
Participants reported Discomfort, Fatigue, and Full-
ness of Head with Grab&Pull and Wheelchair, while
Teleport and Outstanding caused fewer symptoms,
mostly General Discomfort and Fullness of Head.
System Usability Scale. Bangor et al. (2008) con-
sider SUS scores above 70 as good and below 50 as
unacceptable. Since we used a modified SUS with
fewer questions and adjusted calculations, our results
are not directly comparable to standard SUS ratings,
but serve as general usability indicators for compar-
ing our LTs. A Friedman test indicates significant
differences between LTs (χ
2
(4) = 40.6, p < .001,
W = .677). Table 2 shows that both Teleport vari-
ations received high scores (mean > 90), affirming
their popularity. Pairwise Wilcoxon signed rank tests
demonstrate significant differences between the Tele-
port variations and all other LTs (p .046, r .761).
Outstanding achieved a mean score of 77.08, while
Grab&Pull scored 66.67, which we both interpret
as acceptable despite mixed ratings (SD > 20). The
Wheelchair LT scored lowest on average (42.92),
highlighting the need for rigorous improvement de-
spite some high ratings. Thus, while H1 (SUS > 50
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
168
for each LT) holds for both Teleport LTs, Outstand-
ing, and Grab&Pull, it does not for the Wheelchair
LT, leading us to reject H1.
Preference and Enjoyment. We asked participants
about their preferred LT and overall enjoyment of
each LT. Contrary to our hypothesis that Volumet-
ric Teleport is better for seated VR in cluttered envi-
ronments, nine out of 15 participants preferred Stan-
dard Teleport, while only five favored the Volumet-
ric Teleport, rendering H5 false. One participant pre-
ferred Outstanding, and none voted for Grab&Pull or
Wheelchair. Participants stated ease of use, speed,
and intuitiveness as reasons for preferring the tele-
port variations, with Volumetric Teleport users high-
lighting the easier to see volumetric indicator com-
paired to the flat one of Standard Teleport. Fig-
ure 8 illustrates LT enjoyment ratings: Wheelchair
was rated worst, Grab&Pull received mixed feed-
back, Outstanding had mostly positive ratings, and
both Teleport variations scored highest. There is a
significant inverse correlation between the VRSQ and
SUS score (Spearman’s ρ = 0.643, p < .0001) and
task completion times (VRSQ: ρ .6117; SUS: ρ
.5; p < .0001). Differences between participants’
best-scored LT and their preferred LT (VRSQ: 3;
SUS: 3, no overlaps) showed no significant deviation
from zero (VRSQ: p = .1814; SUS: p = .149; one-
sided Wilcoxon signed rank test), indicating align-
ment between ratings and preferences. Thus, LTs
with the lowest sickness symptoms and highest us-
ability scores are preferred, supporting H6.
6.1.3 Additional Questions
Finally, participants provided free-text feedback, not-
ing task-specific differences. Opinions on Outstand-
ing varied: Some appreciated the third-person view
for the obstacle task T3, while others found the view-
switching tedious. Grab&Pull was criticized for
its slow speed and therefore limited suitability for
long distances, but praised for precise navigation in
T3. Speed was also a drawback when using the
Wheelchair, with difficulties reported when navigat-
ing uphill (T2) or on uneven terrain.
6.2 Results from Wheelchair Users
Figure 9 shows responses on a 7-point Likert scale
from P1 and P2 to the question Did you like/enjoy
this Locomotion Technique? and the time they spent
with each LT.
Teleport. P1 preferred Teleport LTs, despite spend-
ing the least time with them, due to their speed, ease
of use, and familiarity with gaming. In contrast, P2
also used to fast gaming interactions, rated them as
neutral, stating, “I didn’t enjoy the teleport, none
of them, because it was easy and you didn’t have
to move”. P1 generally prefers joystick movement
in VR, self-reporting no motion sickness, and noted,
“It’s relatively easy and it is equally usable for ev-
eryone [non-disabled people and individuals using
wheelchairs], there are no pros or cons when every-
one can use the same [LT]..
Outstanding. P1 found Outstanding slower than
Teleport LTs, although otherwise preferring walking
characters in games. P2 rated Outstanding slightly
above neutral, noting, “Outstanding works for me just
because I am a very patient person. It wouldn’t work
for people with no attention or no patience.
Grab&Pull. P1 found Grab&Pull unsuitable in his
wheelchair, stating, “Since I don’t have trunk stabil-
ity, I fall forward the moment my arms are extended.,
and explaining that sitting on a stable chair or couch
would improve this by allowing to lean back without
losing stability. Finding the LT too exhausting, P1
considered combining it with Outstanding a suitable
solution, stating,[This] would definitely be the ideal
[LT] from this selection [of LTs]..
Wheelchair. Both participants liked the Wheelchair
LT and spent similar amounts of time using it. P2
rated it the highest and selected it as her favorite, valu-
ing its visual representation over other, more abstract
LTs (e.g., pulling an invisible rope). She found the
representation crucial for immersion. Conversely, P1
became deeply immersed, noting, “[...] I wouldn’t
even be able to tell, if the breaks of [his] wheelchair
are on. P1 initially struggled with the movement,
explaining, “I intuitively do the upper-body move-
ments as I would have to, when moving in my real
wheelchair to not fall off. This means I move my up-
per body forward and backward. [...] So, the intu-
itive movements do not work, because I just sit there
[while moving the virtual wheelchair]. However, he
eventually found that the virtual wheelchair’s move-
ment closely matched that of a physical wheelchair.
With time, he realized that reaching further back to
grab the virtual wheels, as in real life, allowed him
to generate more movement. Similarly, P2 noted that
users might require time to understand the LT’s me-
chanics. Both participants enjoyed the Wheelchair LT
but found it physically demanding. P2 compared the
upper-limb exhaustion to playing sports. While she
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
169
0
3
6
9
12
Strongly
disagree
Moderately
disagree
Slightly
disagree
Neutral Slightly
agree
Moderately
Agree
Strongly
agree
Standard Teleport Volumetric Teleport Outstanding Grab&Pull Wheelchair
Figure 8: Participants’ responses to the question “Did you like/enjoy this locomotion technique?”.
Figure 9: Preference ratings and time spent exploring an LT of the wheelchair users.
appreciated the controls, she suggested less strenuous
arm movements could improve the interaction design,
remarking, “It would be nice for example to put my
arms up and down to move. P1 acknowledged sim-
pler alternatives for moving through a VE but noted
he might prefer using his physical wheelchair for such
tasks, provided the controllers were integrated effec-
tively. P1 concluded, “It’s something that needs time
getting used to. In real life, I also need time to get
used to a wheelchair, since every wheelchair is dif-
ferent and this [virtual] one is also manageable after
some time. Feedback from both participants inspired
potential improvements for the Wheelchair LT. For in-
stance, P2 suggested, “I would change the look of the
wheelchair. I would add some colors or make it look
like a spacecraft or a motorbike. Their positive re-
ception, compared to non-disabled participants, sup-
ports H7, though a larger study with more wheelchair
users is required for a definitive evaluation.
7 DISCUSSION
By looking at our quantitative and qualitative data and
observations made during the experiments, we gained
the following insights.
Speed. Discontinuous LTs were generally faster
than continuous ones (H3 = true). Some users strug-
gled with height differences using the Wheelchair,
as reflected in the outliers for T1 (involving altitude
changes) in Figure 6. While expected, these findings
highlight considerations for designing accessible LTs.
Accuracy. Collisions were observed with the Tele-
port variations during rapid movement, potentially
impacting precision when aiming between obstacles.
Unexpectedly, the Wheelchair LT resulted in few col-
lisions (H2 = false). This may be due to our instruc-
tions encouraging conscious movement or because
users were fully immersed in the VE and maintained
a natural distance from obstacles, as they would in the
real world.
Motion Sickness. As expected, the Teleport vari-
ations resulted in low sickness levels (assessed with
VRSQ). In contrast, Outstanding caused nausea in
a few participants, the same individuals who strug-
gled with Grab&Pull and Wheelchair due to sickness.
Grab&Pull showed the highest Fatigue scores on the
VRSQ, aligning with participants’ qualitative feed-
back labeling it as too exhausting. Some participants
reported HMD jitter during movement, which may
explain the elevated scores in other VRSQ segments
for this LT. The poor VRSQ scores for Wheelchair
and Grab&Pull likely stem from a mismatch be-
tween visual and vestibular information, consistent
with prior findings on continuous joystick move-
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
170
ments (Langbehn et al., 2018; Clifton and Palmisano,
2020).
Usability. The Volumetric Teleport, Standard Tele-
port, Outstanding, and Grab&Pull all received SUS
scores above 50, with the Teleport variations scoring
above 90. This high usability may be attributed to
the familiarity of Teleport as one of the best-known
LTs and its simplicity, requiring only pointing, press-
ing one button, and joystick rotation. Conversely, the
Wheelchair LT scored below 50 among non-disabled
participants, likely because they were not regular
wheelchair users and required time to adjust to its me-
chanics. However, both wheelchair users favored the
Wheelchair LT despite its physical demands. They
found it accurate, usable, and enjoyable (H7 = true),
experiencing no motion sickness or tracking issues.
P1 even experimented with faster movement by ex-
tending further back with the controllers, akin to his
real-life wheelchair use, without encountering HMD
tracking problems. Since Outstanding and Teleport
also performed well with wheelchair users, combin-
ing Wheelchair for precise navigation with Teleport
or Outstanding for efficient long-distance movement
could be a promising avenue for future research.
7.1 Research Questions
Q1. Informed by our literature survey, we proposed
three requirements for LTs to be accessible to indi-
viduals with limited lower-body mobility: (1) only
upper-body movement, (2) holistic virtual movement
(including virtual rotation), and (3) no additional
hardware beyond standard VR equipment. Based on
these requirements, we identified all LTs listed in Ta-
ble 1 as suitable for accessible locomotion when mod-
ified to include virtual rotation. Our quantitative eval-
uation of ve modified LTs showed acceptable us-
ability (SUS scores) for all but low usability for the
Wheelchair(H1). As discussed in Section 2, the use
of a mechanical wheelchair simulation as an LT in VE
remains uncommon and relatively unexplored in re-
search. While improvements are likely needed, our
wheelchair users generally appreciated this LT. To ad-
dress Q1, many commonly used LTs are feasible in
a seated, stationary VR setting if modified to account
for the lack of physical rotation, making them, in prin-
ciple, accessible for people with limited lower-body
mobility.
Q2. Since locomotion should be fast, easy to use,
and maneuverable, we evaluated the efficiency of LTs
primarily by task completion times, as well as mo-
tion paths and the number of collisions as measures
of accuracy. Given that we accepted H3, the Teleport
variations emerged as the most efficient LTs, with the
lowest task completion times. Although the Teleport
variations recorded a slightly higher absolute number
of collisions, these results were not statistically sig-
nificant (H2 = false). Regarding movement paths (ac-
cepted H4), the Teleport variations appeared subjec-
tively more efficient for navigating the VE due to their
discontinuous movement between target points. To
address Q2, our findings suggest that among LTs with
only upper-body control, a Teleport LT is the most ef-
ficient for navigating a VE.
paragraphQ3. As shown, all our modified LTs are
suitable for seated stationary VR (Q1). The Teleport
variations were the most efficient and preferred LTs
in our study (H6 = true), achieving the highest SUS
and lowest VRSQ scores. We hypothesized that Volu-
metric Teleport would perform better in cluttered VEs
(H5). While this was true for ve participants who
preferred Volumetric Teleport, the majority favored
Standard Teleport, leading us to reject this hypoth-
esis. Outstanding combines some benefits of Tele-
port while remaining continuous. Users rated it well
across categories but found precise movements chal-
lenging. In its original version, Cmentowski et al.
(2019) paired it with real walking for finer adjust-
ments. Future research could explore combining Out-
standing with Grab&Pull, as the latter excels at pre-
cise positioning but is unsuitable for long distances.
One wheelchair user also considered this combina-
tion ideal for accessible LTs. While the Wheelchair
LT was poorly received by non-disabled participants,
wheelchair users found it potentially effective for
their needs (H7). To answer Q3, the optimal LT for
a seated stationary VR experience depends on the tar-
get group. However, Teleport variations are generally
well-received by both non-disabled participants and
wheelchair users.
8 CONCLUSION AND FUTURE
WORK
While many LTs exist, their suitability for seated, sta-
tionary VR settings remains underexplored. Based on
a literature review, we proposed a set of requirements
for accessible LTs for individuals with limited mo-
bility and identified potentially viable LTs for seated,
stationary locomotion (Table 1). To evaluate these, we
developed an evaluation environment and task design,
conducting a user study with 15 non-disabled partic-
ipants and two wheelchair users. The Teleport varia-
tions outperformed other LTs in efficiency, usability,
and user preference among non-disabled participants.
Exploring Seated Locomotion Techniques in Virtual Reality for People with Limited Mobility
171
For wheelchair users, the Wheelchair LT was equally
favored, alongside the Teleport LTs. Outstanding
received good ratings among continuous LTs from
both groups. Grab&Pull caused exhaustion, motion
sickness, and low usability, while the Wheelchair LT
had similar results for non-disabled users. However,
wheelchair users were less affected and generally ap-
preciated this LT. Based on current findings, we rec-
ommend a Teleport variation for an inclusive design-
for-all approach, supporting both non-disabled users
and those with limited lower-body mobility. Future
work aims to refine the Wheelchair LT based on feed-
back from wheelchair users, as it showed promise for
this target group. Additionally, we tested Teleport
LTs with implicit orientations. Given their versatil-
ity, follow-up studies could explore specialized tasks
and alternative orientation methods (e.g., Mori et al.
(2023)) to better understand their advantages.
ACKNOWLEDGEMENTS
This work was enabled by the Competence Cen-
tre VRVis. The VRVis GmbH is funded by BMK,
BMAW, Styria, SFG, Tyrol, Vorarlberg and Vienna
Business Agency in the scope of COMET - Com-
petence Centers for Excellent Technologies (879730,
911654) which is managed by FFG. Furthermore, we
would like to thank Sebastian Cmentowski
2
for pro-
viding an adapted implementation of his project Out-
standing: A Multi-Perspective Travel Approach for
Virtual Reality Games (Cmentowski et al., 2019).
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