Out-of-body Locomotion: Vectionless Navigation with a Continuous Avatar Representation

Out-of-body Locomotion: Vectionless Navigation with a Continuous Avatar Representation
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体外运动:具有连续头像表示的无矢量导航

DOI:
10.1145/3359996.3364243
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发表时间:
2019
期刊:
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
影响因子:
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通讯作者:
Eelke Folmer
Eelke Folmer
中科院分区:
--
文献类型:
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作者:
Nathan Navarro Griffin;Eelke Folmer

文献摘要

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远距传送是VR中一种流行且低风险的导航方式。由于远距传送不连续地平移用户的视角,因此不会产生可能导致矢量诱导的VR疾病的光流。然而,即时的视点转换和由此产生的不连续的化身表示不仅不利于存在和空间意识,但也提出了一个挑战的游戏设计,特别是多人游戏。我们比较了身体外的运动,一个混合的观点技术,让用户无缝切换之间的第一人称和第三人称的化身视图,传统的基于指针的心灵传输。而在第三人称中,如果用户不移动,相机保持静止以避免任何光流生成。第三人称还可以让用户精确、连续地导航他们的化身,而不会有让VR生病的风险。一旦用户用他们的化身打破视线或用户请求用按钮按下重新加入化身,视点就自动切换回第一人称。一项用户研究比较了体外运动与参与者(n=22)穿越障碍物的心灵传输。结果表明,体外运动需要显着较少(67%)的观点转变比心灵传输,而没有显着差异的性能。除了能够提供连续的化身表示外,参与者还认为体外运动更快。
Teleportation is a popular and low risk means of navigating in VR. Because teleportation discontinuously translates the user’s viewpoint, no optical flow is generated that could lead to vection-induced VR sickness. However, instant viewpoint translations and resulting discontinuous avatar representation is not only detrimental to presence and spatial awareness but also presents a challenge for gameplay design–particularly for multiplayer games. We compare out-of-body locomotion, a hybrid viewpoint technique that lets users seamlessly switch between a first-person and third-person avatar view, to traditional pointer-based teleportation. While in third-person, if the user doesn’t move, the camera remains stationary to avoid any optical flow generation. Third-person also lets users precisely and continuously navigate their avatar without risk of getting VR sick. The viewpoint automatically switches back to first-person as soon the users breaks line of sight with their avatar or the user requests to rejoin the avatar with a button press. A user study compares out-of-body locomotion to teleportation with participants (n=22) traversing an obstacle course. Results show that out-of-body locomotion requires significantly fewer (67%) viewpoint transitions than teleportation while there was no significant difference in performance. In addition to being able to offer a continuous avatar representation, participants also deemed out-of-body locomotion to be faster.