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A New Traversal Method for Virtual Reality: Overcoming the Drawbacks of Commonly Accepted Methods

机译:一种新的虚拟现实遍历方法:克服普遍接受的方法的缺点

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One of the biggest issues facing VR as a platform is the limitation of the user's physical space. Not everyone has a lab, empty warehouse, or open space in their home or office, and even if they do, the hardware also limits the physical space the user can take advantage of. For example, the HTC Vive hardware limits the play area to 12.5 m~2, assuming the user does not add additional lighthouses [1]. Fitting the entirety of the environment within few square meters is a strict limitation for many applications. A method of moving the user within a larger space is needed, but current methods come with a trade-off. Determining the best movement method for an application is necessary to ensure a proper experience for the user.
机译:VR作为平台面临的最大问题之一是用户物理空间的限制。并非每个人都在自己的家中或办公室中拥有实验室,空仓库或空地,并且即使有,硬件也限制了用户可以利用的物理空间。例如,假设用户不添加其他灯塔,HTC Vive硬件将游戏区域限制为12.5 m〜2 [1]。在许多应用中,将整个环境安装在几平方米以内是严格的限制。需要一种在更大空间内移动用户的方法,但是当前的方法需要权衡。为应用程序确定最佳的移动方法对于确保用户的正确体验是必要的。

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