Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality

Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality
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体验很重要:虚拟现实中旋转增益敏感性的纵向变化

DOI:
10.1145/3560818
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发表时间:
2022
影响因子:
1.6
通讯作者:
Porter, John
Porter, John
中科院分区:
计算机科学4区
文献类型:
--
作者:
Robb, Andrew;Kohm, Kristopher;Porter, John

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重定向行走技术使用旋转增益来引导用户在虚拟世界中行走时远离物理障碍物,有效地创建比物理存在更大的虚拟空间的错觉。设计师通常希望让用户不知道这种操作,这是由于人类感知的限制,使得旋转增益在特定阈值以下无法察觉。这些阈值的许多方面已经被研究;然而,还没有研究考虑这些阈值是否会随着用户获得更多的经验而随着时间的推移而改变。为了研究这个问题,我们招募了20名VR新手用户(之前使用HMD的经验不超过1小时),并为他们提供了一个Oculus Quest,让他们在自己的时间内使用4周。他们的任务是每周完成一次活动,评估他们对旋转增益的敏感性,以及他们想要执行的任何其他活动。没有向参与者提供关于他们在每个活动中的表现的反馈,从而最大限度地减少了随着时间的推移观察到的任何变化的学习效果的可能性。我们观察到,随着时间的推移,参与者对旋转增益变得更加敏感,强调了在涉及旋转增益的应用中考虑先前用户体验的重要性,以及先前用户体验如何影响VR的其他更广泛的应用。
Redirected walking techniques use rotational gains to guide users away from physical obstacles as they walk in a virtual world, effectively creating the illusion of a larger virtual space than is physically present. Designers often want to keep users unaware of this manipulation, which is made possible by limitations in human perception that render rotational gains imperceptible below a certain threshold. Many aspects of these thresholds have been studied; however, no research has yet considered whether these thresholds may change over time as users gain more experience with them. To study this, we recruited 20 novice VR users (no more than 1 hour of prior experience with an HMD) and provided them with an Oculus Quest to use for 4 weeks on their own time. They were tasked to complete an activity assessing their sensitivity to rotational gain once each week, in addition to whatever other activities they wanted to perform. No feedback was provided to participants about their performance during each activity, minimizing the possibility of learning effects accounting for any observed changes over time. We observed that participants became significantly more sensitive to rotation gains over time, underscoring the importance of considering prior user experience in applications involving rotational gain, as well as how prior user experience may affect other, broader applications of VR.
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