Navigation in virtual reality: Comparison of gaze-directed and pointing motion control

Navigation in virtual reality: Comparison of gaze-directed and pointing motion control
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虚拟现实中的导航:凝视定向和指向运动控制的比较

DOI:
10.1109/melcon.2016.7495413
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发表时间:
2016
期刊:
2016 18th Mediterranean Electrotechnical Conference (MELECON)
影响因子:
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通讯作者:
Charalambos (Charis) Poullis
Charalambos (Charis) Poullis
中科院分区:
--
文献类型:
--
作者:
Chris G. Christou;A. Tzanavari;Kyriakos Herakleous;Charalambos (Charis) Poullis

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我们在一个沉浸式洞穴式显示器中比较了两种运动技术,以确定哪一种运动技术在寻路任务中表现更好。一种方法是在电脑游戏中常见的,允许参与者根据他们的视线方向来引导3D场景,而另一种方法是将视线方向与行进方向分开。在这两种情况下,追踪头部的物理运动决定了凝视的方向。为了提供一个比较这些方法的现实场景,我们设计了一个任务,参与者必须导航到一个虚拟村庄的各种房子,这些房子以前在地图上看到过。参与者所采取的路径的二维坐标被记录下来,连同他们找到目标的成功率,以及到达目的地所花费的时间。参与者用运动控制的指向方法表现出更好的结果,更快地到达目标,更少的错误。结果是根据大视场显示所带来的好处来解释的。
We compared two locomotion techniques in an immersive CAVE-like display in order to determine which one promotes better performance in a wayfinding task. One method, commonly found in computer games, allows participants to steer through the 3D scene according to their gaze direction while the other uncouples the gaze direction from the direction of travel. In both cases tracked physical head movements determined the gaze direction. In order to provide a realistic scenario for comparing these methods we devised a task in which participants had to navigate to various houses of a virtual village that was previously seen on a map. The 2D coordinates of paths taken by participants were recorded together with their success rates in finding the targets, and the time taken to reach their destination. Participants showed better results with the pointing method of motion control, reaching the targets faster and with fewer errors. Results are interpreted with respect to the benefits afforded by large field of view displays.