Juwon Um, Bocheon Gim, Seongjun Kang, Yumin Kang, Eunki Jeon, Seungjun Kim
CHI EA '25: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (COND. ACCEPTED) 2025 Spotlight
Teleportation, a method of instantly moving users to a target position, has become a widely adopted locomotion method in virtual reality. However, the lack of proprioceptive feedback for teleportation can diminish presence and increase workload, thereby limiting the overall user experience. In this study, we propose TeleHopper, a system that enhances the teleportation experience by simulating the sense of jumping during teleportation through Electrical Muscle Stimulation-based haptic feedback. TeleHopper induces leg movements resembling a jumping motion and adjusts stimulation intensity based on travel distance, creating a realistic proprioceptive perception of leaping through space during teleportation. Experimental results evaluating TeleHopper's user experience showed a significant enhancement in sense of presence, as well as a significant reduction in mental workload. Through this study, we demonstrate TeleHopper's ability to deliver compelling proprioceptive feedback in teleportation, with varying stimulation intensity enhancing realism and aiding travel distance estimation.
Juwon Um, Bocheon Gim, Seongjun Kang, Yumin Kang, Eunki Jeon, Seungjun Kim
CHI EA '25: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems(COND. ACCEPTED) 2025 Spotlight
Teleportation, a method of instantly moving users to a target position, has become a widely adopted locomotion method in virtual reality. However, the lack of proprioceptive feedback for teleportation can diminish presence and increase workload, thereby limiting the overall user experience. In this study, we propose TeleHopper, a system that enhances the teleportation experience by simulating the sense of jumping during teleportation through Electrical Muscle Stimulation-based haptic feedback. TeleHopper induces leg movements resembling a jumping motion and adjusts stimulation intensity based on travel distance, creating a realistic proprioceptive perception of leaping through space during teleportation. Experimental results evaluating TeleHopper's user experience showed a significant enhancement in sense of presence, as well as a significant reduction in mental workload. Through this study, we demonstrate TeleHopper's ability to deliver compelling proprioceptive feedback in teleportation, with varying stimulation intensity enhancing realism and aiding travel distance estimation.
Bocheon Gim, Seokhyun Hwang, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seungjun Kim
CHI '25: Proceedings of the CHI Conference on Human Factors in Computing Systems (COND. ACCEPTED) 2025 Spotlight
We explore the feasibility of active user-applied locomotion in virtual reality (VR) within in-car environments through a two-step study, by examining the effects of locomotion method on user experience in dynamic environments as well as evaluating contextual cues designed to mitigate sensory mismatch posed by vehicle movement. The first study evaluated five locomotion methods, identifying joystick-based navigation as the most suitable for in-car use due to its low physical demand and stability within the dynamic vehicle environment. The second study focused on designing and testing various contextual cues that translate vehicle movements into virtual effects, aiming to integrate sensory inputs from the vehicle without limiting the user’s freedom of movement. Along with results in which the implemented contextual cues effectively lowered motion sickness and increased presence, we conclude with a set of initial insights and design considerations into expanding the range of potential in-car VR applications by enabling active locomotion.
Bocheon Gim, Seokhyun Hwang, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seungjun Kim
CHI '25: Proceedings of the CHI Conference on Human Factors in Computing Systems(COND. ACCEPTED) 2025 Spotlight
We explore the feasibility of active user-applied locomotion in virtual reality (VR) within in-car environments through a two-step study, by examining the effects of locomotion method on user experience in dynamic environments as well as evaluating contextual cues designed to mitigate sensory mismatch posed by vehicle movement. The first study evaluated five locomotion methods, identifying joystick-based navigation as the most suitable for in-car use due to its low physical demand and stability within the dynamic vehicle environment. The second study focused on designing and testing various contextual cues that translate vehicle movements into virtual effects, aiming to integrate sensory inputs from the vehicle without limiting the user’s freedom of movement. Along with results in which the implemented contextual cues effectively lowered motion sickness and increased presence, we conclude with a set of initial insights and design considerations into expanding the range of potential in-car VR applications by enabling active locomotion.
Bocheon Gim, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seokhyun Hwang, Seungjun Kim
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems 2024 Spotlight
This study examines the feasibility of user-applied active locomotion in In-Car Virtual Reality (VR), overcoming the passivity in mobility of previous In-Car VR experiences where the virtual movement was synchronized with the real movement of the car. We present the concept of virtual steering gains to quantify the magnitude of user-applied redirection from the real car's path. Through a user study where participants applied various levels of steering gains in an active virtual driving task, we assessed usability factors through measures of motion sickness, spatial presence, and overall acceptance. Results indicate a range of acceptable steering gains in which active locomotion improves spatial presence without significantly increasing motion sickness. Future works will attempt to further validate a steering gain threshold in which active locomotion in In-Car VR can be applicable.
Bocheon Gim, Seongjun Kang, Gwangbin Kim, Dohyeon Yeo, Seokhyun Hwang, Seungjun Kim
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing Systems 2024 Spotlight
This study examines the feasibility of user-applied active locomotion in In-Car Virtual Reality (VR), overcoming the passivity in mobility of previous In-Car VR experiences where the virtual movement was synchronized with the real movement of the car. We present the concept of virtual steering gains to quantify the magnitude of user-applied redirection from the real car's path. Through a user study where participants applied various levels of steering gains in an active virtual driving task, we assessed usability factors through measures of motion sickness, spatial presence, and overall acceptance. Results indicate a range of acceptable steering gains in which active locomotion improves spatial presence without significantly increasing motion sickness. Future works will attempt to further validate a steering gain threshold in which active locomotion in In-Car VR can be applicable.