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Effects of tracking scale on user performance in virtual reality games

机译:跟踪比例对虚拟现实游戏中用户性能的影响

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We explore how scaling a user's tracking data may impact performance in an immersive virtual reality game, which may have implications for fairness and accessibility of many applications. In our study, which used an HTC Vive room-scale VR system, users play the role of a factory worker who must remove deformed bread from a production line. Users were scaled to a reference height, such that taller than average users were rendered shorter and had shorter reach and shorter than average users were rendered taller and had longer reach than normal. Users also performed with unscaled tracking data. Our analysis indicates that there was no systematic advantage of being taller or shorter than normal, and scaling users may have had a detrimental effect. Moreover, scale changes were noticed by many users who had conflicting preferences for various application-specific reasons, indicating that application strategy can be affected by scale. Results suggest that while virtual reality tracking data may be scaled to compensate for user differences in physical height or reach, care must be taken to ensure that performance will benefit.
机译:我们探索缩放用户的跟踪数据如何影响沉浸式虚拟现实游戏的性能,这可能会影响许多应用程序的公平性和可访问性。在我们使用HTC Vive房间规模VR系统的研究中,用户扮演着工厂工人的角色,他们必须从生产线上清除变形的面包。将用户缩放到参考高度,以使比普通用户高的用户变得更矮,触及范围更短,比比普通用户高的用户变得更矮,触及范围更长。用户还执行了未缩放的跟踪数据。我们的分析表明,比正常人高或矮没有系统上的优势,而扩大用户规模可能产生不利影响。此外,由于各种特定于应用程序的原因,具有不同偏好的许多用户注意到规模的变化,这表明应用程序策略可能会受到规模的影响。结果表明,虽然可以对虚拟现实跟踪数据进行缩放以补偿用户在身体高度或范围上的差异,但必须注意确保性能会有所提高。

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