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A User Experience Study of Locomotion Design in Virtual Reality Between Adult and Minor Users

Virtual reality (VR) is an important new technology that is fundamentally changing the way people experience entertainment and education content. Due to the fact that most currently available VR products are one-size-fits-all, the user experience of the content interface and user interaction for children is not well understood compared to that for adults. In this study, we seek to explore user experience of locomotion in VR between healthy adults and healthy minors along both objective and subjective dimensions. We design the experiment where subjects complete a task of moving the body and touching underwater animals using VR controllers. The locomotion in VR is implemented using one of four different modalities, as well as using real-world walking without wearing the VR headset as the baseline. Our results show that physical body movement that mirrors real-world movement exclusively is the least preferred by both adults and minors. However, within the different modalities of controller assisted locomotion, there are variations between adults and minors for preference and challenge levels.