Spatial navigation is a relevant target for assessment and training that relies on the interplay between egocentric route execution and allocentric, map-like representations. Virtual Reality (VR) enables ecologically plausible navigation tasks under experimental control, yet outcomes can strongly depend on immersion and locomotion interfaces that determine the availability of self-motion cues. In this paper, we present City Walk, a VR serious game designed to support implicit training and assessment of spatial navigation in a urban environment. The experience begins with guided acclimatization and gradually shifts to unguided exploration, time pressure, obstacle-induced re-planning, and ends with a map-based landmark placement task. City Walk implements two interaction modalities: Desktop VR (DVR) and Enhanced-Immersive VR (E-IVR), which combines a Head-Mounted Display (HMD) with an omnidirectional treadmill. We report a pilot between-subjects study comparing the two conditions. The protocol comprises five navigation levels with increasing demands, as well as a landmark placement test on an overhead map, supported by in-app logging and gaze-based landmark observation in the E-IVR build. E-IVR yielded substantially higher route efficiency and improved map-based landmark placement, while level completion times tended to be longer. User-centered questionnaires indicated comparable usability and tolerability across conditions.

Boffi, P., Tonsi, D., Mina, N., Gallace, A., Lanzi, P. (2025). City Walk: Embodied Locomotion Improves Route Efficiency and Spatial Memory in a Virtual City [Altro] [10.21203/rs.3.rs-8432904/v1].

City Walk: Embodied Locomotion Improves Route Efficiency and Spatial Memory in a Virtual City

Boffi, Paolo
Primo
;
Gallace, Alberto;
2025

Abstract

Spatial navigation is a relevant target for assessment and training that relies on the interplay between egocentric route execution and allocentric, map-like representations. Virtual Reality (VR) enables ecologically plausible navigation tasks under experimental control, yet outcomes can strongly depend on immersion and locomotion interfaces that determine the availability of self-motion cues. In this paper, we present City Walk, a VR serious game designed to support implicit training and assessment of spatial navigation in a urban environment. The experience begins with guided acclimatization and gradually shifts to unguided exploration, time pressure, obstacle-induced re-planning, and ends with a map-based landmark placement task. City Walk implements two interaction modalities: Desktop VR (DVR) and Enhanced-Immersive VR (E-IVR), which combines a Head-Mounted Display (HMD) with an omnidirectional treadmill. We report a pilot between-subjects study comparing the two conditions. The protocol comprises five navigation levels with increasing demands, as well as a landmark placement test on an overhead map, supported by in-app logging and gaze-based landmark observation in the E-IVR build. E-IVR yielded substantially higher route efficiency and improved map-based landmark placement, while level completion times tended to be longer. User-centered questionnaires indicated comparable usability and tolerability across conditions.
Altro
Preprint
Immersive Virtual Reality; Spatial Navigation; Embodied Locomotion; Eye Tracking
English
2025
https://www.researchsquare.com/article/rs-8432904/v1
Boffi, P., Tonsi, D., Mina, N., Gallace, A., Lanzi, P. (2025). City Walk: Embodied Locomotion Improves Route Efficiency and Spatial Memory in a Virtual City [Altro] [10.21203/rs.3.rs-8432904/v1].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/10281/590009
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