000170231 001__ 170231
000170231 005__ 20260407115449.0
000170231 0247_ $$2doi$$a10.3389/frvir.2026.1729505
000170231 0248_ $$2sideral$$a148720
000170231 037__ $$aART-2026-148720
000170231 041__ $$aeng
000170231 100__ $$aAvilés-Castillo, Fátima
000170231 245__ $$aInfluence of continuous navigation modes on the immersive experience in a virtual supermarket
000170231 260__ $$c2026
000170231 5060_ $$aAccess copy available to the general public$$fUnrestricted
000170231 5203_ $$aIntroduction: Virtual reality has established itself as an effective tool for analyzing user experience and simulating everyday activities. However, there are still many questions remaining, such as how the type of movement in immersive environments influences this experience. The present study evaluated these variables in a virtual supermarket developed for Oculus Quest 2, with the aim of comparing the perceptual and cognitive experience under two navigation modalities: locomotion and joystick. Methods: Twenty-two young adults (18–32 years old) participated in both groups. Usability (SUS), presence (PQ), everyday memory (PRMQ), and cybersickness (CSQ-VR) questionnaires were administered, all with moderate and high reliability (α = 0.685–0.912). Results: The results showed high levels of usability in both conditions (SUS ≥79), with no statistically significant differences between navigation modes (p = 0.521). Natural presence was significantly higher in locomotion mode (6.17 vs. 5.47); however, this result should be interpreted with caution, as it was derived from exploratory subscale-level analyses (p = 0.038). Cybersickness symptoms remained low (p > 0.05). A very strong positive correlation was also observed between usability and presence in the joystick group (ρ = 0.902; p < 0.001), indicating that interaction fluidity enhances immersion. Discussion: Both modes were ergonomic and safe, although with distinct profiles: physical locomotion increased perceptual naturalness, while the joystick reinforced the relationship between ease of use and immersion. These findings provide empirical evidence on how movement modulates the immersive experience and propose an experimental model, with implications for the design of virtual environments applicable to different populations in the future.
000170231 540__ $$9info:eu-repo/semantics/openAccess$$aby$$uhttps://creativecommons.org/licenses/by/4.0/deed.es
000170231 655_4 $$ainfo:eu-repo/semantics/article$$vinfo:eu-repo/semantics/publishedVersion
000170231 700__ $$aBuele, Jorge
000170231 700__ $$aSalazar, Marco
000170231 700__ $$0(orcid)0000-0002-9408-1280$$aPalacios-Navarro, Guillermo$$uUniversidad de Zaragoza
000170231 7102_ $$15008$$2785$$aUniversidad de Zaragoza$$bDpto. Ingeniería Electrón.Com.$$cÁrea Tecnología Electrónica
000170231 773__ $$g7 (2026), [12 pp.]$$pFront. virtual real.$$tFrontiers in Virtual Reality$$x2673-4192
000170231 8564_ $$s2946384$$uhttps://zaguan.unizar.es/record/170231/files/texto_completo.pdf$$yVersión publicada
000170231 8564_ $$s2283225$$uhttps://zaguan.unizar.es/record/170231/files/texto_completo.jpg?subformat=icon$$xicon$$yVersión publicada
000170231 909CO $$ooai:zaguan.unizar.es:170231$$particulos$$pdriver
000170231 951__ $$a2026-03-26-14:32:11
000170231 980__ $$aARTICLE