LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality
Wei He, Xiang Li, Per Ola Kristensson, Ge Lin Kan
TL;DR
LocoScooter tackles the challenge of locomotion in space-limited VR by introducing a compact, scooter-inspired interface that decouples forward propulsion (foot-sliding) from steering (handlebar rotation). Built from commodity hardware and integrated with Unreal Engine, it enables continuous, sensorimotor-aligned navigation within a small footprint without room-scale tracking. A within-subject study shows comparable task efficiency to joystick navigation while delivering higher immersion and enjoyment, with a dissociation between increased physical demand and fatigue. The work demonstrates the potential of metaphor-driven, embodied locomotion for deployable VR experiences in public demos, education, and fitness contexts, and offers design guidance for balancing physical engagement with usability and adaptability.
Abstract
Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact treadmill with handlebar steering inspired by scooter riding. Built from commodity hardware, it supports embodied navigation through familiar, physically engaging movement. In a within-subject study (N = 14), LocoScooter significantly improved immersion, enjoyment, and bodily involvement over joystick navigation, while maintaining comparable efficiency and usability. Despite higher physical demand, users did not report increased fatigue, suggesting familiar movements can enrich VR navigation.
