Legomotion: scalable walking-based virtual locomotion

Legomotion: scalable walking-based virtual locomotion
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DOI:
10.1145/3139131.3139133
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发表时间:
2017-11
期刊:
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology
影响因子:
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通讯作者:
Jiwan Bhandari;Sam Tregillus;Eelke Folmer
Jiwan Bhandari;Sam Tregillus;Eelke Folmer
中科院分区:
其他
文献类型:
--
作者:
Jiwan Bhandari;Sam Tregillus;Eelke Folmer

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使用真实行走进行虚拟导航通常会提供最自然和身临其境的虚拟现实体验,但其使用通常受可用跟踪空间的限制。为了超越可用跟踪空间的限制,用户需要切换到人工移动技术,例如控制器输入。然而,必须从基于腿的输入切换到基于手的输入被认为打破了存在。我们提出了一种名为Legomotion的混合免提移动技术,它允许用户在真实行走输入和原地行走输入之间无缝切换,从而实现大规模导航。一项有18名参与者参与的用户研究将走路和使用控制器的完全移动进行了比较。当切换到控制器输入被发现更乏味时,合法移动导致更高的存在。由于控制器输入的速度也比行走快,我们观察到大多数用户完全放弃了位置跟踪输入,主要使用控制器进行导航-这导致了更低的存在。这一发现可能对虚拟现实运动的设计具有重大意义。
Using real walking for virtual navigation generally delivers the most natural and immersive virtual reality experience, but its usage is generally bounded by available tracking space. To navigate beyond the confines of available tracking space, users need to switch to an artificial locomotion technique, such as controller input. However, having to switch from leg-based input to hand-based input is considered to break presence. We present a hybrid handsfree locomotion technique called legomotion that lets users seamlessly switch between real walking input and walking-in-place input to enable navigation at scale. A user study with 18 participants compared legomotion to full locomotion using a controller. Legomotion led to higher presence as switching to controller input was found to be more tedious. Because controller input is also faster than walking, we observed most users to abandon positional tracking input altogether and primary use a controller for navigation - which then led to a lower presence. This finding could have major implications for the design of VR locomotion.