Walking up and down in immersive virtual worlds: Novel interactive techniques based on visual feedback

M. Marchal, A. Lécuyer, G. Cirio, L. Bonnet, Mathieu Emily
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引用次数: 40

Abstract

We introduce novel interactive techniques to simulate the sensation of walking up and down in immersive virtual worlds based on visual feedback. Our method consists in modifying the motion of the virtual subjective camera while the user is really walking in an immersive virtual environment. The modification of the virtual viewpoint is a function of the variations in the height of the virtual ground. Three effects are proposed: (1) a straightforward modification of the camera's height, (2) a modification of the camera's navigation velocity, (3) a modification of the camera's orientation. They were tested in an immersive virtual reality setup in which the user is really walking. A Desktop configuration where the user is seated and controls input devices was also tested and compared to the real walking configuration. Experimental results show that our visual techniques are very efficient for the simulation of two canonical shapes: bumps and holes located on the ground. Interestingly, a strong ¿orientation-height illusion¿ is found, as changes in pitch viewing orientation produce perception of height changes (although camera's height remains strictly the same in this case). Our visual effects could be applied in various virtual reality applications such as urban or architectural project reviews or training, as well as in videogames, in order to provide the sensation of walking on uneven grounds.
在沉浸式虚拟世界中上下行走:基于视觉反馈的新型交互技术
我们引入了新颖的交互技术来模拟基于视觉反馈的沉浸式虚拟世界中上下行走的感觉。我们的方法是在用户真正在沉浸式虚拟环境中行走时修改虚拟主观摄像机的运动。虚拟视点的修改是虚拟地面高度变化的函数。提出了三种效果:(1)直接修改相机的高度,(2)修改相机的导航速度,(3)修改相机的方向。他们在一个沉浸式虚拟现实环境中进行了测试,在这个环境中,用户真的在走路。还测试了桌面配置,其中用户坐着并控制输入设备,并将其与真实的行走配置进行了比较。实验结果表明,我们的视觉技术对于地面上的凸起和孔洞两种典型形状的模拟是非常有效的。有趣的是,研究发现了强烈的“方向-高度错觉”,因为俯仰观看方向的变化会产生高度变化的感觉(尽管在这种情况下相机的高度保持严格相同)。我们的视觉效果可以应用于各种虚拟现实应用,如城市或建筑项目审查或培训,以及电子游戏,以提供在不平坦的地面上行走的感觉。
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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