VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques

VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques
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DOI:
10.1155/2019/7420781
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发表时间:
2019-01-01
影响因子:
2.9
通讯作者:
Cedergren, Jarl Erik
Cedergren, Jarl Erik
中科院分区:
其他
文献类型:
--
作者:
Boletsis, Costas;Cedergren, Jarl Erik

文献摘要

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虚拟现实(VR)领域的最新技术和交互进步标志着一个新纪元,不仅是VR,而且是VR移动。在这个时代,成熟的、流行的VR运动技术大多被用作新的VR运动设计的基准比较点。与此同时,有必要对当代虚拟现实移动技术进行更多探索性的比较研究,以便记录它们独特的交互方面,并指导新技术的设计过程。本文对当代和流行的VR移动技术进行了比较、实证的评估研究,考察了它们提供的用户体验(UX)。首先,在文献的基础上对目前流行的虚拟现实移动技术进行了识别,即原地行走、控制器/操纵杆和隐形传送。26名成年人参加了这项研究,并使用这些技术执行了一项类似游戏的任务。这项研究遵循混合方法,利用系统可用性量表调查、游戏体验问卷和半结构化访谈来评估用户体验。结果表明,就地行走技术提供了最高的沉浸感,但也表现出高度的心理物理不适。由于用户对控制器的熟悉,控制器/操纵杆VR运动被认为易于使用,而隐形传态由于其快速导航而被认为是有效的,尽管其视觉跳跃确实打破了用户的沉浸感。在访谈的基础上,用户集中于以下交互维度来描述他们的VR移动体验:(I)沉浸和流畅,(Ii)易用性和掌握,(Iii)能力和效能感,以及(Iv)心理物理不适。讨论了虚拟现实运动的研究意义、研究局限和未来研究方向。
The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users' familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual jumps' do break the users' sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.