A taxonomy for deploying redirection techniques in immersive virtual environments

Evan A. Suma, G. Bruder, Frank Steinicke, D. Krum, M. Bolas
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引用次数: 150

Abstract

Natural walking can provide a compelling experience in immersive virtual environments, but it remains an implementation challenge due to the physical space constraints imposed on the size of the virtual world. The use of redirection techniques is a promising approach that relaxes the space requirements of natural walking by manipulating the user's route in the virtual environment, causing the real world path to remain within the boundaries of the physical workspace. In this paper, we present and apply a novel taxonomy that separates redirection techniques according to their geometric flexibility versus the likelihood that they will be noticed by users. Additionally, we conducted a user study of three reorientation techniques, which confirmed that participants were less likely to experience a break in presence when reoriented using the techniques classified as subtle in our taxonomy. Our results also suggest that reorientation with change blindness illusions may give the impression of exploring a more expansive environment than continuous rotation techniques, but at the cost of negatively impacting spatial knowledge acquisition.
用于在沉浸式虚拟环境中部署重定向技术的分类法
自然行走可以在沉浸式虚拟环境中提供引人入胜的体验,但由于虚拟世界的物理空间限制,它仍然是一个实现挑战。重定向技术的使用是一种很有前途的方法,它通过在虚拟环境中操纵用户的路线来放松自然行走的空间要求,使现实世界的路径保持在物理工作空间的边界内。在本文中,我们提出并应用了一种新的分类法,该分类法根据重定向技术的几何灵活性和用户注意到它们的可能性来区分重定向技术。此外,我们对三种重新定向技术进行了用户研究,证实了参与者在使用我们分类法中分类为微妙的技术进行重新定向时不太可能体验到存在的中断。我们的研究结果还表明,与连续旋转技术相比,用变化盲视错觉重新定向可能会给人一种探索更广阔环境的印象,但代价是对空间知识获取产生负面影响。
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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