ORIGINAL RESEARCH article

Front. Virtual Real.

Sec. Virtual Reality and Human Behaviour

Influence of Continuous Navigation Modes on the Immersive Experience in a Virtual Supermarket

  • 1. University of Zaragoza, Zaragoza, Spain

  • 2. Universidad Tecnologica Indoamerica, Ambato, Ecuador

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Abstract

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 us 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. 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). The results showed high levels of usability in both conditions (SUS ≥ 79), with no statistically significant differences between navigation modes (p = .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 = .038). While cybersickness symptoms remained low (p > .05). A very strong positive correlation was also observed between usability and presence in the joystick group (ρ = .902; p < .001), indicating that interaction fluidity enhances immersion. 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.

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Keywords

Continuous navigation, Cybersickness, presence, usability, User Experience, virtual reality

Received

21 October 2025

Accepted

18 February 2026

Copyright

© 2026 Palacios-Navarro, Buele, Avilés Castillo and Salazar. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Guillermo Palacios-Navarro

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All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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