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The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology

机译:虚拟现实运动的新时代:技术的系统文献综述和提出的类型学

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摘要

The latest technical and interaction advancements that took place in the Virtual Reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. Although the latest advancements in VR locomotion have raised the interest of both researchers and users in analyzing and experiencing current VR locomotion techniques, the field of research on VR locomotion, in its new era, is still uncharted. In this work, VR locomotion is explored through a systematic literature review investigating empirical studies of VR locomotion techniques from 2014–2017. The review analyzes the VR locomotion techniques that have been studied, their interaction-related characteristics and the research topics that were addressed in these studies. Thirty-six articles were identified as relevant to the literature review, and the analysis of the articles resulted in 73 instances of 11 VR locomotion techniques, such as real-walking, walking-in-place, point and teleport, joystick-based locomotion, and more. Results showed that since the VR revival, the focus of VR locomotion research has been on VR technology and various technological aspects, overshadowing the investigation of user experience. From an interaction perspective, the majority of the utilized and studied VR locomotion techniques were found to be based on physical interaction, exploiting physical motion cues for navigation in VR environments. A significant contribution of the literature review lies in the proposed typology for VR locomotion, introducing four distinct VR locomotion types: motion-based, room scale-based, controller-based and teleportation-based locomotion.
机译:虚拟现实(VR)领域发生的最新技术和交互进步标志着一个新时代,不仅对于VR,而且对于VR运动。尽管VR运动的最新进展引起了研究人员和用户对分析和体验当前VR运动技术的兴趣,但是在新时代,VR运动的研究领域仍是未知的。在这项工作中,通过系统的文献综述研究了VR运动,该文献回顾了2014-2017年间VR运动技术的实证研究。这篇综述分析了已经研究过的VR运动技术,它们的交互相关特性以及这些研究中涉及的研究主题。确定了36篇与文献综述相关的文章,对这些文章的分析得出了11种VR运动技术的73种实例,例如真实行走,就地行走,指向和传送,基于操纵杆的运动,和更多。结果表明,自从VR复兴以来,VR运动研究的重点一直放在VR技术和各个技术方面,而这与用户体验的研究相形见sha。从交互的角度来看,发现大多数使用和研究的VR运动技术都是基于物理交互的,并利用物理运动线索在VR环境中进行导航。文献综述的重要贡献在于拟议的VR运动类型,介绍了四种不同的VR运动类型:基于运动的,基于房间规模的,基于控制器的和基于传送的运动。

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    Boletsis, Costas;

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  • 年度 2017
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  • 原文格式 PDF
  • 正文语种 en
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