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Steering Versus Teleport Locomotion for Head Mounted Displays

机译:用于头戴式显示器的转向对传送运动的转向

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We compared the ability to navigate from one point to another in a virtual environment using Gaze-Directed, Pointing and Teleport locomotion. Participant's start position and destination were shown to them on a map at the beginning of each trial. Participants also had to deviate from their route to collect 'Pokemon' tokens: testing their spatial updating ability. Results showed that the two steering methods resulted in increased levels of cybersickness compared to teleporting. In terms of performance, teleporting resulted in faster traversal times but surprisingly was just as effective in allowing users to complete their journey, indicating that user disorientation was not a major issue. The main failing of the teleport method was that it increased the likelihood of missing collectable tokens en route. These results suggest that restricted variants of the teleport method should be explored for use in commercialized VR applications in which real walking is not necessary.
机译:我们将从使用凝视,指向和传送机置的虚拟环境中从一个点导航到另一个点的能力。参与者的起始位置和目的地在每次试验开始的地图上显示给他们。与会者也不得不偏离他们的路线来收集'口袋妖怪'代币:测试他们的空间更新能力。结果表明,与传送相比,两种转向方法导致Cyber​​ick的程度增加。在性能方面,传送导致更快的遍历遍历,但令人惊讶的是,在允许用户完成旅程时,表明用户迷失化不是一个主要问题。传送方法的主要失败是它增加了缺失可收集令牌的可能性。这些结果表明,应探索传送方法的受限制变体,以便在商业化VR应用中,无需实际行走。

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