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

机译:比较虚拟现实中自然,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:许多虚拟现实(VR)研究的目标之一就是提高现实性。特别是,VR中的许多运动技术都试图近似现实世界中的行走。但是,尚未完全了解更逼真的运动技术的设计如何影响用户任务性能。我们进行了一项实验,将半自然运动技术(基于Virtusphere设备)与传统的非自然技术(基于游戏控制器)和完全自然的技术(真实行走)进行了比较。我们发现,与其他两种技术相比,Virtusphere技术的速度明显慢且准确性较差。基于此结果以及其他文献,我们推测具有中等交互保真度的移动技术的性能通常将不如高保真技术和精心设计的低保真技术。我们认为我们的实验结果是相互作用保真度的影响,并且对三种运动技术的保真度进行了分析以支持这一论点。

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