Souls-VR: Dodge-Rolling in Virtual Reality

Markus Kirjonen, Adas Slezas, Supriya Dutta, Markus Laattala, Perttu Hämäläinen

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

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Abstract

Virtual Reality (VR) is emerging as a promising platform for game innovation, but translating existing game genres to VR can be highly non-trivial. In this paper, we investigate how to translate the iconic dodge rolling mechanic of the Souls games (Demon’s Souls, Dark Souls, and Elden Ring) into VR, in order to enable new types of agile melee combat in VR games. Although rolling might seem unnatural or impractical in a 1st-person VR environment, we demonstrate that it can be implemented as a hybrid of the already established teleport and out-of-body locomotion techniques. Furthermore, we present a user study that explores and compares options for initiating the roll and controlling the VR camera. Our work adds a new locomotion tool for VR designers, applicable in particular when locomotion needs to be naturally and seamlessly combined with other types of interaction such as melee combat.
Original languageEnglish
Title of host publicationFDG '25: Proceedings of the 20th International Conference on the Foundations of Digital Games
EditorsJohanna Pirker, Fares Kayali, Katta Spiel, Sabine Harrer, Sabine Harrer, Ahmed Khalifa, Gabriella A.B. Barros
PublisherACM
Pages1-11
Number of pages11
ISBN (Electronic)979-8-4007-1856-4
DOIs
Publication statusPublished - 9 May 2025
MoE publication typeA4 Conference publication
EventInternational Conference on the Foundations of Digital Games - Vienna & Graz, Austria
Duration: 15 Apr 202518 Apr 2025

Conference

ConferenceInternational Conference on the Foundations of Digital Games
Abbreviated titleFDG
Country/TerritoryAustria
CityVienna & Graz
Period15/04/202518/04/2025

Keywords

  • VR
  • combat
  • games
  • locomotion
  • melee
  • virtual reality
  • Locomotion
  • Combat
  • Games
  • Melee
  • Virtual Reality

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