Exploring the Effect of Heights and User Stance on User Experience in Extended Reality Climbing

📅 2025-09-30
🏛️ International Workshop on Quality of Multimedia Experience
📈 Citations: 0
Influential: 0
📄 PDF
🤖 AI Summary
This study investigates the interactive effects of user posture (seated vs. standing) and virtual environment scale and complexity on presence, height perception, and cybersickness in extended reality (XR) rock climbing. Through a controlled experiment featuring five randomized virtual climbing scenarios, the authors quantified spatial presence and motion discomfort using the standardized Igroup Presence Questionnaire (IPQ) and Simulator Sickness Questionnaire (SSQ). The findings reveal, for the first time, a critical trade-off between immersion and comfort dictated by posture choice: while seated interaction slightly enhances presence, it significantly exacerbates cybersickness in large, complex environments; in contrast, standing posture yields a more stable and comfortable experience with lower symptom severity. This work provides essential empirical guidance for designing XR-based physical interactions that balance immersion and user well-being.

Technology Category

Application Category

📝 Abstract
Virtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants’ UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism; as well as the SSQ to evaluate motion sickness symptoms such as nausea, oculomotor strain, and disorientation. Results indicate that seated participants experienced slightly higher immersion but were also more susceptible to motion sickness compared to those standing. While standing participants maintained consistent scores across different environments, seated participants reported increased immersion and discomfort as the VEs became larger, more physically demanding, and visually complex.
Problem

Research questions and friction points this paper is trying to address.

height perception
user stance
user experience
extended reality
motion sickness
Innovation

Methods, ideas, or system contributions that make the work stand out.

Extended Reality
Height Perception
User Stance
Motion Sickness
Immersive Climbing Simulation
🔎 Similar Papers
No similar papers found.