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Guided head rotation and amplified head rotation: Evaluating semi-natural travel and viewing techniques in virtual reality

机译:引导头旋转和放大的头部旋转:在虚拟现实中评估半自然旅行和观看技术

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摘要

Traditionally in virtual reality systems, head tracking is used in head-mounted displays (HMDs) to allow users to control viewing using 360-degree head and body rotations. Our research explores interaction considerations that enable semi-natural methods of view control that will work for seated use of virtual reality with HMDs when physically turning all the way around is not ideal, such as when sitting on a couch or at a desk. We investigate the use of amplified head rotations so physically turning in a comfortable range can allow viewing of a 360-degree virtual range. Additionally, to avoid situations where the user's neck is turned in an uncomfortable position for an extended period, we also use redirection during virtual movement to gradually realign the user's head position back to the neutral, straight-ahead position. We ran a controlled experiment to evaluate guided head rotation and amplified head rotation without realignment during movement, and we compared both to traditional one-to-one head-tracked viewing as a baseline for reference. After a navigation task, overall errors on spatial orientation tasks were relatively low with all techniques, but orientation effects, sickness, and preferences varied depending on participants' 3D gaming habits. Using the guided rotation technique, participants who played 3D games performed better, reported higher preference scores, and demonstrated significantly lower sickness results compared to non-gamers.
机译:传统上在虚拟现实系统中,头部跟踪用于头戴式显示器(HMDS)中,以允许用户使用360度头和身体旋转来控制视图。我们的研究探讨的互动因素,使视图控件的半自然的方法,会为坐姿利用虚拟现实的用HMDS工作时,所有的办法身体转动不理想,如坐在沙发上时,或在办公桌。我们调查使用放大的头部旋转,以便在舒适的范围内物理转动可以允许观察360度的虚拟范围。此外,为了避免在用户的颈部是在不舒服的位置转向较长时间的情况下,我们还可以使用重定向虚拟移动过程中逐渐重新调整用户的头部位置回到中性,直线行驶位置。我们运行了一个受控实验,以评估引导头旋转和放大的头部旋转,在移动期间没有重新调整,我们都与传统的一对一的头部跟踪视图相比,作为参考的基线。导航任务后,在空间定位任务的整体错误是与所有的技术比较低,但取向效应,疾病和喜好取决于参与者的3D游戏习惯改变。使用引导旋转技术,参加3D游戏的参与者更好地表现出更高的偏好分数,与非游戏玩家相比,疾病结果显着降低。

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