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Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique

机译:作为可访问的虚拟现实运动技术,在节点之间快速,连续地移动

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The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.
机译:玩家运动对前庭眼反射的混杂影响是沉浸式虚拟现实中晕动病的主要原因之一。对于静止的用户配置而言,连续运动尤其成问题,而远距传送已成为提供可访问运动的主要方法。不幸的是,隐形传送也会增加迷失方向并降低玩家在VR环境中的临场感。本文提出了一种替代性的运动技术,旨在保留可访问性,同时保持临场感。这是一个基于节点的导航系统,允许玩家使用快速,连续,线性的运动在预定义的节点位置之间移动。进行了评估,以将该运动技术与常用的,基于隐形传送的连续行走方法进行比较。三十六名参与者参加了一项研究,研究了每种技术的晕车和临场感,同时使用PlayStation VR在虚拟房屋中导航。与直觉相反,我们表明,与以正常的步行速度连续运动相比,快速的运动速度减少了玩家的晕车感。

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