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Effects of tracking scale on user performance in virtual reality games

机译:跟踪规模对虚拟现实游戏中用户性能的影响

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We explore how scaling a user's tracking data may impact performance in an immersive virtual reality game, which may have implications for fairness and accessibility of many applications. In our study, which used an HTC Vive room-scale VR system, users play the role of a factory worker who must remove deformed bread from a production line. Users were scaled to a reference height, such that taller than average users were rendered shorter and had shorter reach and shorter than average users were rendered taller and had longer reach than normal. Users also performed with unscaled tracking data. Our analysis indicates that there was no systematic advantage of being taller or shorter than normal, and scaling users may have had a detrimental effect. Moreover, scale changes were noticed by many users who had conflicting preferences for various application-specific reasons, indicating that application strategy can be affected by scale. Results suggest that while virtual reality tracking data may be scaled to compensate for user differences in physical height or reach, care must be taken to ensure that performance will benefit.
机译:我们探讨用户的跟踪数据的缩放如何影响沉浸式虚拟现实游戏中的性能,这可能对许多应用程序的公平性和可访问性产生影响。在我们的研究中,使用HTC Vive Room-Scale VR系统,用户扮演了一名工厂的作用,他们必须从生产线上取下变形面包。用户被缩放到参考高度,使得比平均用户更短,并且达到更短,而且平均用户越来越慢,并且达到正常。用户还使用Unscaled跟踪数据执行。我们的分析表明,没有比正常更高或更短的系统优势,并且缩放用户可能会产生不利影响。此外,许多具有冲突的偏好对于各种特定于应用程序的原因的用户注意到缩放变化,表明应用程序策略可能受规模影响。结果表明,虽然可以缩放虚拟现实跟踪数据以补偿物理高度或达到的用户差异,但必须注意确保性能将受益。

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