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

机译:节点之间的快速,连续运动作为可访问的虚拟现实运动技术

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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:球员运动对前院反射的混淆效应是沉浸式虚拟现实中晕车疾病的主要原因之一。连续运动对于静止用户配置特别有问题,传送成为提供可访问的机器的主要方法。不幸的是,传送也可以增加迷失方向,减少玩家在VR环境中的存在感。本文介绍了替代运动技术,旨在保持可访问性,同时保持存在的感受。这是一种基于节点的导航系统,其允许玩家使用快速,连续,线性运动来在预定节点位置之间移动。进行了评估以比较常用,传送和连续行走方法的这种运动技术。三十六位参与者参加了一项研究,该研究检查了每种技术的运动疾病和存在,同时使用PlayStation VR在虚拟房屋周围导航。与直觉相反,我们表明,与正常步行速度的连续运动相比,快速运动速度降低了球员的晕车感受。

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