The most extreme version of virtual navigation is to directly adapt what people have been doing with the 2D game controllers into VR, where the users use a joystick or touchpad to control both the direction and the speed of travel. However, in VR, this often causes a strong feeling of nausea. There are two reasons: first, in real life, most of the time we would be looking towards the direction of traveling. So if I used a joystick to define the direction of traveling rather than the actual direction of my hand, it generates a conflict in my sensory system which causes simulation sickness. Secondly, this method often produces quite a lot of changes in speed or acceleration which is another factor that has been proven to be a major contributor in simulation sickness. In order to prevent this, the simplest solution is just to use user's head direction as the direction of travel with a constant speed. The users should be able to indicate start or stop, or pressing a button, or if there is not a button available, by looking at a particular object. For instance, our target, where the user's feet would be. So while I am stationary, I can look at a target at my feet to start moving, and while I'm moving, I can look at a target to stop my movement. There are two problems with this method. Firstly, as I'm travelling towards the direction of my head rotation, I can't be looking around when travelling which could be inconvenient. Secondly, a constant speed could be quite inflexible when I wish to explore an area. I may wish to go faster when I want to move to a target that's quite far, and slow down when I get closer to the target, in order not to miss it. There are many other methods you can use to avoid these two problems, with controllers that are position or rotation tracked. First, if you have a rotation-tracked controller, you can use that to indicate the direction of travel instead of using the user's head rotation. In order to solve the problem with speed, you can look at other more physically active ways to define speed in real time without using the joystick or touch pad. For instance, if you have two VR controllers that are both position tracked, you can use the distance between the two controllers to define speed in real time. So you will expand your arms when you want to travel faster, and hold the two controllers close to each other when you want to travel slower. Again, this generates a variation in speed, but because you are more actively engaging your body, it is less likely to cause simulation sickness.