On Your Feet!: Enhancing Vection in Leaning-Based Interfaces through Multisensory Stimuli

E. Kruijff, Alexander Marquardt, Christina Trepkowski, R. Lindeman, André Hinkenjann, Jens Maiero, B. Riecke
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引用次数: 79

Abstract

When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces ("human joystick") can be enhanced by adding walking-related cues following a sensory substitution approach. Using a custom-designed foot haptics system and evaluating it in a multi-part study, we show that adding walking related auditory cues (footstep sounds), visual cues (simulating bobbing head-motions from walking), and vibrotactile cues (via vibrotactile transducers and bass-shakers under participants' feet) could all enhance participants' sensation of self-motion (vection) and involement/presence. These benefits occurred similarly for seated joystick and standing leaning locomotion. Footstep sounds and vibrotactile cues also enhanced participants' self-reported ability to judge self-motion velocities and distances traveled. Compared to seated joystick control, standing leaning enhanced self-motion sensations. Combining standing leaning with a minimal walking-in-place procedure showed no benefits and reduced usability, though. Together, results highlight the potential of incorporating walking-related auditory, visual, and vibrotactile cues for improving user experience and self-motion perception in applications such as virtual reality, gaming, and tele-presence.
站起来!通过多感官刺激增强基于学习界面的向量
在更大的虚拟环境和电脑游戏中,自然行走通常是不可行的。在这里,我们研究了如何通过添加与行走相关的线索来增强诸如操纵杆或基于学习的运动界面(“人类操纵杆”)的替代方法。使用定制的足部触觉系统并在多部分研究中对其进行评估,我们发现添加与行走相关的听觉线索(脚步声)、视觉线索(模拟行走时头部的摆动)和振动触觉线索(通过振动触觉传感器和脚下的低音振动器)都可以增强参与者的自我运动感(矢量感)和参与/在场感。这些好处同样发生在坐着的操纵杆和站立的倾斜运动中。脚步声和振动触觉提示也增强了参与者自我报告的判断自我运动速度和距离的能力。与坐着的操纵杆控制相比,站立倾斜增强了自我运动感觉。然而,将站立式倾斜与最小的原地行走相结合没有任何好处,而且降低了可用性。总之,研究结果强调了结合与步行相关的听觉、视觉和振动触觉线索的潜力,以改善虚拟现实、游戏和远程呈现等应用中的用户体验和自我运动感知。
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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