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Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality

机译:比较虚拟现实中天然,半自然和非自然运动技术的性能

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One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument.
机译:虚拟现实(VR)研究的目标之一是增加现实主义。特别是,VR中的机器人的许多技术试图近似真实世界的行走。但是,尚未完全理解如何设计更现实的机器人技术如何影响用户任务性能。我们进行了一个实验,可以使用传统的非自然技术(基于游戏控制器)和完全自然技术(真实行走)来比较半自然运动技术(基于Virtusphere Device)。我们发现Virtusphere技术明显较慢,比其他技术都显着且不准确。基于该结果和文献中的其他结果,我们推测了具有中等相互作用保真度的运动机器技术通常具有低保真技术和设计精心设计的低保真技术的性能。我们认为,我们的实验结果是互动富力的影响,并对三种机器技术的保真度进行分析以支持此论点。

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