Analysis of Positional Tracking Space Usage when using Teleportation

Aniruddha Prithul, Eelke Folmer
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Abstract

Teleportation is a widely used virtual locomotion technique that allows users to navigate beyond the confines of available tracking space with a low possibility of inducing VR sickness. Because teleportation requires little physical effort and lets users traverse large distances instantly, a risk is that over time users might only use teleportation and abandon walking input. This paper provides insight into this risk by presenting results from a study that analyzes tracking space usage of three popular commercially available VR games that rely on teleportation. Our study confirms that positional tracking usage is limited by the use of teleportation.
使用隐形传态时位置跟踪空间的使用分析
隐形传态是一种广泛使用的虚拟运动技术,它允许用户在不受可用跟踪空间限制的情况下进行导航,同时降低VR眩晕的可能性。因为瞬间移动只需要很少的体力,并且可以让用户立即穿越很远的距离,所以随着时间的推移,用户可能只使用瞬间移动而放弃行走输入。本文通过分析三款基于传送的流行商业VR游戏的空间使用情况的研究结果,深入分析了这一风险。我们的研究证实,位置跟踪的使用受到隐形传输的限制。
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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