Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments

Spatial Updating and Simulator Sickness During Steering and Jumping in Immersive Virtual Environments
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沉浸式虚拟环境中转向和跳跃过程中的空间更新和模拟器晕动症

DOI:
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发表时间:
2018
期刊:
IEEE Conference on Virtual Reality and 3D User Interfaces
影响因子:
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通讯作者:
Alexander Kulik
Alexander Kulik
中科院分区:
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文献类型:
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作者:
Tim Weissker;André Kunert;B. Fröhlich;Alexander Kulik

文献摘要

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许多最近的头戴式显示器应用程序和游戏实现了距离受限的隐形传态变体,用于探索虚拟环境。这种旅行隐喻被称为跳跃,只允许传送到场景中当前可见部分的位置。本文给出了隐形传态技术的形式化描述和分类方案,并将其应用于跳跃的分类。此外,我们提出了一个用户研究(N=24)的结果,比较跳跃到更传统的转向空间更新和模拟器疾病。我们的研究结果表明,尽管跳跃过程中的旅行时间明显更快,但大多数参与者(75%)在两种情况下都实现了相似的空间更新精度(平均差0.02°,=5.05°)。此外,跳跃引起的模拟器疾病显着减少,这完全证明了它作为一种替代转向沉浸式虚拟环境的探索。然而,应用程序开发人员应该意识到,跳跃过程中的空间更新可能会损害个人。
Many recent head-mounted display applications and games implement a range-restricted variant of teleportation for exploring virtual environments. This travel metaphor referred to as jumping only allows to teleport to locations in the currently visible part of the scene. In this paper, we present a formal description and classification scheme for teleportation techniques and its application to the classification of jumping. Furthermore, we present the results of a user study (N=24) that compared jumping to the more conventional steering with respect to spatial updating and simulator sickness. Our results show that despite significantly faster travel times during jumping, a majority of participants (75%) achieved similar spatial updating accuracies in both conditions (mean difference 0.02°, =5.05°. In addition, jumping induced significantly less simulator sickness, which altogether justifies it as an alternative to steering for the exploration of immersive virtual environments. However, application developers should be aware that spatial updating during jumping may be impaired for individuals.