Abstract
Virtual reality (VR) locomotion methods differ substantially in their implications for usability, presence, and comfort. Although previous research has compared a range of locomotion techniques, relatively little attention has been given to whether locomotion experiences generalise across different VR experiences. The present study compared user experiences of three locomotion methods (teleportation, slide-walk, and walk-in-place) across two VR applications (Nature Treks VR, an exploration-focused environment, and Ancient Dungeon VR, an action-oriented game). Sixty-three participants were recruited, with analyses based on the forty-five participants who completed all study conditions. During each 10-min condition (comprising a 2-min familiarisation period followed by an 8-min experiential exposure) participants either stood or walked on a Kat Walk Mini S omnidirectional treadmill (ODT) system. Directly afterwards, they completed measures of usability, presence, and cybersickness. Participants also indicated their preferred method for each game and provided qualitative explanations for their rankings. Teleportation and slide-walk were both rated as being more usable than walk-in-place. Teleportation was also associated with the lowest levels of nausea and oculomotor discomfort. In contrast, walk-in-place as implemented on the Kat Walk Mini S was associated with the highest levels (of nausea and oculomotor discomfort) in both games. While teleportation was strongly preferred for Nature Treks VR, slide-walk was preferred for immersion in Ancient Dungeon VR. These findings suggest that locomotion methods should not be evaluated independently of the VR contexts in which they are used. Although teleportation is an effective general-purpose locomotion method, slide-walking can enhance VR experiences that emphasise continuous interaction and navigation.
Keywords
cybersickness, locomotion, omnidirectional treadmill (ODT), presence, slide-walk, teleportation, usability, user experience, virtual reality, walk-in-place
Document Type
Journal Article
Date of Publication
9-1-2026
Article Number
8472
E-ISSN
20763417
Volume
16
Issue
17
Publication Title
Applied Sciences
Publisher
MDPI
School
School of Arts and Humanities
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 License.
Recommended Citation
Rogers, S. L., Ryder, B., & Palmisano, S. (2026). Comparing user experiences of teleportation, slide-walk, and walk-in-place locomotion across two virtual reality games. Applied Sciences, 16(17). https://doi.org/10.3390/app16178472