Users immersed in virtual environments (VEs) are prone to disorientation an
d have difficulty transferring spatial knowledge to the real world. A singl
e experiment investigated the contribution of inadequate proprioception to
this problem by providing participants with interfaces to a virtual environ
ment that either did (a walking interface) or did not (a joystick) afford p
roprioceptive feedback similar to that obtained during real walking. The 2
groups explored a large, complex building using a low-resolution head-mount
ed display. Later, their navigational abilities within the actual building
were compared with those of control groups who either studied a map of the
building, walked through the real building, or received no prior training.
The walking interface conveyed no benefit on an orientation task performed
during training in the VE, but it did benefit participants when they tried
to find objects in the real world. Actual or potential applications include
simulations of environments that are normally explored on foot but cannot
be readily visited, such as infantry battlefields and facilities contaminat
ed with chemical, biological, or radiological materials.