Getting from Here to There: Locomotion in Virtual Environments

M. Whitton
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引用次数: 2

Abstract

Walking is perhaps the most fundamental example of user interaction with a virtual environment (VE). Making walking, a sensory-motor action, seem natural to the VE user is a problem with many facets: locomotion interfaces should properly stimulate the senses, they should enable movement in any direction, e.g., walking backwards), and they should not impair the user's ability to build a mental model of the scene. Evaluating common locomotion techniques using path analysis and task performance has revealed their relative strengths and weaknesses. I will discuss three threads of recent research in locomotion: increasing the realism of eye position movement (and resulting optical flow), techniques that enable VE users in head-worn-display to really walk around scenes that are larger than the active area of their head tracker, and investigations of the effects of various locomotion interfaces on the cognitive aspects of locomotion.
从这里到那里:虚拟环境中的运动
行走可能是用户与虚拟环境(VE)交互的最基本的例子。对于VE用户来说,让行走这种感觉运动动作看起来很自然是一个多方面的问题:运动界面应该适当地刺激感官,它们应该能够向任何方向运动(例如向后走),并且它们不应该损害用户建立场景心理模型的能力。利用路径分析和任务性能评估常见的运动技术揭示了它们的相对优势和劣势。我将讨论最近运动研究的三个线索:增加眼位运动的真实感(以及由此产生的光流),使头戴式显示器中的VE用户能够真正在比头部跟踪器的活动区域更大的场景中行走的技术,以及研究各种运动界面对运动认知方面的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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