Flight
More actions
| Flight | |
|---|---|
| Information | |
| Type | Seated, Standing, Room-scale |
| Required Devices | None |
| Description | Fly through the air with gaze as directional input, or with the direction set by hand pointing or body leaning. |
| Pros | Allows travel in three dimensions and beyond the physically tracked area; gaze-directed flying is easy for novice users to understand |
| Cons | Continuous visual motion without matching physical motion can cause VR sickness; lower sense of presence than walking; gaze-directed flying prevents looking around while moving |
| Creator | N/A |
| Examples | Eagle Flight, Marvel's Iron Man VR, Google Earth VR |
Flight (also called flying) is a Locomotion Method for virtual reality (VR) in which the user moves continuously through a virtual environment, often in any direction including up and down, instead of walking on a ground plane or jumping between points. The direction of travel is usually set by where the user is looking (gaze-directed or head-directed flight), where a hand or controller points, or how the body leans, and speed is set with a button, trigger, hand position or a fixed rate.[1] In early head-mounted display research, flying was the usual way to travel farther than the range of the tracking hardware: a 1999 SIGGRAPH paper described the most common mode of locomotion in immersive virtual environments as walking within tracker range "combined with button-controlled flying".[2]
Because the viewpoint moves smoothly while the user's body stays still, flying produces visual motion that the vestibular system does not feel, and this mismatch can cause VR sickness. Consumer titles that use flight, such as Ubisoft's Eagle Flight (2016), add comfort measures such as dynamically narrowing the field of view during fast movement.[3]
How it works
A flying technique has to specify two things: the direction of motion and the speed of motion. In his 1995 survey of virtual environment interaction techniques, Mark Mine of the University of North Carolina treated these as separate parameters because different mechanisms can control each.[1]
Direction of travel
| Steering method | How the direction is set | Noted advantages | Noted drawbacks |
|---|---|---|---|
| Gaze-directed (head-directed) | The user flies in whatever direction they are looking, usually approximated by the direction the head points[1] | "Very easy to understand and is ideal for novice users" (Mine)[1] | The user cannot turn their head to look around while flying, since they always move in the direction they are looking[1] |
| Hand-directed (pointing) | The orientation of the hand or a hand-held input device sets the direction[1] | Flexible; allows motion such as flying backwards while looking around[1] | Can confuse novice users who do not understand the relationship between hand orientation and flying direction[1] |
| Crosshairs | The user places a hand-attached cursor over the target; the direction runs from the head through the cursor[1] | Somewhat simpler than pointing[1] | The cursor must be kept in line with the destination, which can lead to arm fatigue[1] |
| Physical controls | Gamepad thumbsticks, joysticks, buttons or sliders[1][4] | Readily available and easy to add to an application[1] | Often lack a natural mapping to motion; two-thumbstick flying is described as cumbersome and needing extensive training[1][4] |
| Leaning-based | The user leans the head or torso toward the target direction to set velocity[4] | Hands-free; in studies, improved several user-experience and performance measures over handheld controls[4] | Earlier leaning interfaces had calibration problems, and users found it hard to return to the neutral "zero point"[4] |
Speed
Mine listed several ways of setting flying speed. Constant speed is the simplest but tends to give a jerky, start-stop motion and makes users overshoot their destination. Constant acceleration lets speed keep growing for as long as the user flies, which suits large environments but makes the rate hard to tune. Hand-controlled speed maps the distance of the hand from the body to speed, at the cost of arm fatigue and a limited range of control. Physical and virtual controls can also set speed.[1] Consumer games commonly place speed on controller buttons; in Eagle Flight, for example, the left and right gamepad triggers slow the player down and speed them up.[5]
History
Warren Robinett and Richard Holloway presented "Implementation of Flying, Scaling and Grabbing in Virtual Worlds" at the ACM Symposium on Interactive 3D Graphics in March 1992. The paper names flying through the world as one of the three most important actions a head-mounted display user may perform with a tracked manual input device, such as a hand-held device with pushbuttons or an instrumented glove.[6][7] Mine's 1995 technical report noted that physical tracking volumes of the time were only 1 to 2 meters in radius, so moving through a larger virtual space "typically" involved some form of flying.[1]
Researchers then compared flying with other ways of moving. A 1995 study by Mel Slater and colleagues found that users who moved by walking-in-place reported a higher sense of presence than users who flew with a push button. In 1999, Usoh and colleagues from University College London and the University of North Carolina repeated that study with 33 participants and added real walking as a third condition. Participants held a tracked joystick with four buttons, and flyers moved in the direction of the head, because in the original experiment subjects had found flying in the direction the hand pointed harder than flying in the direction of gaze. The study confirmed the earlier result: the greatest difference in subjective presence was between flyers and both kinds of walkers, and real walking was rated easier than both virtual walking and flying.[2]
Doug Bowman, David Koller and Larry Hodges at the Georgia Institute of Technology compared gaze-directed steering, which they called "simple but constraining", with pointing, which they called "expressive but also more complex". When users travelled to a target sphere, gaze-directed steering gave slightly better times, but the difference was not statistically significant. When users had to move to a point defined relative to another object, pointing was significantly faster, because it let them look at the reference object while travelling in a different direction.[8]
Physical flying simulators have also been built around headsets. Birdly, presented by Max Rheiner in the Emerging Technologies program at SIGGRAPH 2014, put participants in the body of a red kite seen through an Oculus Rift. Users controlled it with their hands and arms, which corresponded to the bird's wings, while the simulator moved the rider, a fan supplied headwind according to the bird's speed, and scents matched the landscape below.[9] A 2022 paper described Birdly as applying limited physical motion to a user lying face down on it, and as too expensive (more than a hundred thousand dollars) for most home VR users.[4]
Commercial software for the first consumer headsets in 2016 also used flight, including Eagle Flight on the Oculus Rift, PlayStation VR and HTC Vive, and Google Earth VR on the HTC Vive.[10][11]
Problems
The main problem with flying is VR sickness. Ubisoft's Eagle Flight team traced VR discomfort to the disconnect between what the eyes see and what the inner ear senses as balance and acceleration.[3] Fernandes and Feiner likewise note that high-quality tracking reduces this mismatch for users who physically move, but does not help users who do not move physically the way they move virtually.[12]
Flying can also lower the sense of presence. In the Usoh study, flyers reported lower presence than either real walkers or virtual walkers.[2] Gaze-directed flight has a specific limitation: because the user always travels where they look, they cannot look around freely while moving.[1] Handheld two-thumbstick flying interfaces, the standard for video games and VR, have been described as cumbersome and as needing extensive training, and they can contribute to motion sickness and disorientation.[4]
Solutions
Field-of-view restriction. One comfort measure is narrowing the view during movement, often called tunneling or vignetting. In a two-session study with 30 seated participants, Fernandes and Feiner of Columbia University dynamically and subtly reduced the field of view in response to visually perceived motion. They reported that this reduced VR sickness without decreasing subjective presence, and that most participants did not notice the intervention; the paper won the Best Paper award at IEEE 3DUI 2016.[12][13] Eagle Flight uses "dynamic blinders" that hide fast motion in the left, right, upper or lower parts of the view only when potentially problematic motion is detected, instead of applying constant tunnel vision.[3] Google Earth VR starts with a comfort setting that narrows the field of view while flying, which can be turned off in the options menu.[11]
Stable reference points. Because headsets hide the nose that people normally see, the Eagle Flight designers added the eagle's beak as a visual anchor to restore that "simulated nose effect".[3]
Motion design. The Eagle Flight team avoided instant speed changes and faded the screen to black when the player collided with obstacles.[14] For Marvel's Iron Man VR, Camouflaj built invisible "bumpers" that guide the player around the hard edges of buildings, conserved forward momentum, and used different suit settings depending on context so that flight in confined spaces was more precise.[15]
Body-based interfaces. Researchers have tested ways of steering flight with the body. In HeadJoystick, developed at Simon Fraser University, a user sitting on an ordinary office swivel chair moves the head like a joystick handle toward the target direction to control translation, and turns the chair to rotate with a 1:1 mapping. Across two studies in which participants flew through increasingly difficult tunnels in the sky, it improved accuracy, precision, ease of use, presence, immersion and enjoyment and reduced workload compared with handheld interfaces.[4] A 2026 study in the journal Virtual Reality compared VitruvianVR, a gyroscopic rig that rotates the user's whole body on three axes, with a gamepad in a flight simulation. Flight accuracy was lower and mental workload higher with the rig, but users reported fewer cybersickness symptoms and higher presence, enjoyment and realism.[16]
Use in games and applications
In gaze-directed flight, the user flies through the air with gaze as the directional input. Ubisoft's Eagle Flight is one of the first games to implement this method.
Eagle Flight was announced in December 2015 for PlayStation VR, Oculus Rift and HTC Vive. Players control an eagle over a Paris abandoned by humans 50 years earlier, and steer by looking where they want to go.[17] It was released on October 18, 2016 for Oculus, November 8, 2016 for PlayStation VR and December 20, 2016 for HTC Vive.[10] Game director Olivier Palmieri of Ubisoft Montreal wrote that using the player's head for navigation gave "a level of precision and reactivity beyond our initial expectations", and that its tilt control let players turn 360 degrees in the virtual world without turning their bodies.[3] More than 300 people tried the first prototype, set around Notre Dame Cathedral, at conferences in Montreal.[14] In its review, Road to VR summed up the controls with the words "Where you look is where you fly, and a tilt of the head puts you into a turn", said its reviewer had felt extremely comfortable over more than 15 hours of play, and scored the game 8 out of 10.[18]
Google Earth VR, released free for the HTC Vive in November 2016, uses hand-directed flight: the user points the Vive controller in the desired direction and clicks the touchpad to fly.[11]
Marvel's Iron Man VR by Camouflaj uses the player's hands as thrusters. To fly forward, the player puts their hands behind them facing backwards, which directs the repulsor thrust backwards, and turns by rotating the body.[19] Director Ryan Payton wrote that each frame calculates up to a dozen forces, such as thrust, drag and gravity.[15] The game was released for PlayStation VR in July 2020 and for Meta Quest 2 on November 3, 2022.[20]
Developer tools also package flight. For example:
- Flight Navigation for HTC Vive controller allows the user to levitate and fly by pulling down the trigger.[21] The Unity asset, published by AncientC, requires an HTC Vive and the SteamVR plugin.[21]
See also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 Mark R. Mine (1995-05-05). "Virtual Environment Interaction Techniques". University of North Carolina at Chapel Hill, Department of Computer Science, Technical Report TR95-018. https://www.cs.unc.edu/techreports/95-018.pdf. Retrieved 2026-09-27.
- ↑ 2.0 2.1 2.2 Martin Usoh, Kevin Arthur, Mary C. Whitton, Rui Bastos, Anthony Steed, Mel Slater, Frederick P. Brooks Jr. (1999). "Walking > Walking-in-Place > Flying, in Virtual Environments". Proceedings of SIGGRAPH 99, pp. 359-364. ACM. https://doi.org/10.1145/311535.311589. Retrieved 2026-09-27.
- ↑ 3.0 3.1 3.2 3.3 3.4 Olivier Palmieri (2017-02-06). "Game Design Deep Dive: Constant VR movement in Eagle Flight". Game Developer. https://www.gamedeveloper.com/design/game-design-deep-dive-constant-vr-movement-in-i-eagle-flight-i-. Retrieved 2026-09-27.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 Abraham M. Hashemian, Matin Lotfaliei, Ashu Adhikari, Ernst Kruijff, Bernhard E. Riecke (2022). "HeadJoystick: Improving Flying in VR Using a Novel Leaning-Based Interface". IEEE Transactions on Visualization and Computer Graphics, vol. 28, no. 4, pp. 1792-1809. IEEE. https://doi.org/10.1109/TVCG.2020.3025084. Retrieved 2026-09-27.
- ↑ Joe Durbin (2016-12-20). "'Eagle Flight' Review: Own The Skies With A Tilt Of Your Head". UploadVR. https://www.uploadvr.com/own-the-skies-eagle-flight-review/. Retrieved 2026-09-27.
- ↑ Warren Robinett, Richard Holloway (1992). "Implementation of Flying, Scaling and Grabbing in Virtual Worlds". Proceedings of the 1992 Symposium on Interactive 3D Graphics (SI3D '92), pp. 189-192. ACM. https://doi.org/10.1145/147156.147201. Retrieved 2026-09-27.
- ↑ Warren Robinett. "Papers by Warren Robinett". warrenrobinett.com. http://www.warrenrobinett.com/papers/index.html. Retrieved 2026-09-27.
- ↑ Doug A. Bowman, David Koller, Larry F. Hodges (1998). "A methodology for the evaluation of travel techniques for immersive virtual environments". Virtual Reality, vol. 3, no. 2, pp. 120-131. Springer. https://doi.org/10.1007/BF01417673. Retrieved 2026-09-27.
- ↑ "Birdly an Attempt to Fly by Rheiner". ACM SIGGRAPH History Archives. 2014. https://history.siggraph.org/experience/birdly-an-attempt-to-fly-by-rheiner/. Retrieved 2026-09-27.
- ↑ 10.0 10.1 Giancarlo Varanini (2016-10-14). "Eagle Flight - Everything You Need to Know". Ubisoft News. Ubisoft. https://news.ubisoft.com/en-us/article/1dzrc9I0i3FpspECqpc0dD/eagle-flight-everything-you-need-to-know. Retrieved 2026-09-27.
- ↑ 11.0 11.1 11.2 Joe Durbin (2016-11-16). "'Google Earth VR' Launches For Free To Let You Fly Around The World". UploadVR. https://www.uploadvr.com/google-earth-vr-free/. Retrieved 2026-09-27.
- ↑ 12.0 12.1 Ajoy S. Fernandes, Steven K. Feiner (2016). "Combating VR Sickness through Subtle Dynamic Field-Of-View Modification". 2016 IEEE Symposium on 3D User Interfaces (3DUI), pp. 201-210. IEEE. https://www.cs.columbia.edu/2016/combating-vr-sickness/images/combating-vr-sickness.pdf. Retrieved 2026-09-27.
- ↑ "Fighting virtual reality sickness". EurekAlert!. Columbia University School of Engineering and Applied Science. 2016-06-14. https://www.eurekalert.org/news-releases/825213. Retrieved 2026-09-27.
- ↑ 14.0 14.1 Ashley Whitlatch (2016-12-10). "Tunnel Vision: How Ubisoft Created 'Eagle Flight', A VR Flying Game With No Nausea". UploadVR. https://www.uploadvr.com/how-ubisoft-created-eagle-flight-sickness/. Retrieved 2026-09-27.
- ↑ 15.0 15.1 Ryan Payton (2019-07-18). "How Marvel's Iron Man VR Nails Flying". PlayStation.Blog. Sony Interactive Entertainment. https://blog.playstation.com/2019/07/18/how-marvels-iron-man-vr-nails-flying/. Retrieved 2026-09-27.
- ↑ Nicola La Magna, Alice Bettelli, Federica Nenna, Valeria Orso, Leonardo Pierobon, Michele Mingardi, Luciano Gamberini (2026). "Flying in virtual reality on 3 different axes: evaluation of the effects of a full rotating VR interface on performance, cybersickness and user experience". Virtual Reality, vol. 30, no. 2, article 66. Springer. https://doi.org/10.1007/s10055-025-01289-9. Retrieved 2026-09-27.
- ↑ Mikel Reparaz (2015-12-05). "Eagle Flight Announced as Full VR Game for PC, PS4". Ubisoft News. Ubisoft. https://news.ubisoft.com/en-us/article/2x8m0eV8hTIcYbbdI4nhZ9/eagle-flight-announced-as-full-vr-game-for-pc-ps4. Retrieved 2026-09-27.
- ↑ "'Eagle Flight' Review". Road to VR. 2016-10-18. https://roadtovr.com/eagle-flight-review-vr-psvr-htc-vive-oculus-rift/. Retrieved 2026-09-27.
- ↑ Ben Lang (2019-07-19). "Hands-on: 'Iron Man VR' Shows Huge Potential with Innovative Flying Mechanics". Road to VR. https://www.roadtovr.com/hands-on-marvel-iron-man-vr-preview-psvr-playstation-vr/. Retrieved 2026-09-27.
- ↑ Scott Hayden (2022-10-11). "Once Exclusive to PSVR, 'Iron Man VR' is Coming to Quest Next Month". Road to VR. https://roadtovr.com/iron-man-vr-quest-2-psvr-release/. Retrieved 2026-09-27.
- ↑ 21.0 21.1 "Flight Navigation for HTC Vive controller". Unity Asset Store. Unity Technologies. https://assetstore.unity.com/packages/tools/flight-navigation-for-htc-vive-controller-61830. Retrieved 2026-09-27.