Evaluation of immersive virtual reality locomotion mechanisms

E. Tanaka, Tiago Paula, Alisson Silva, V. Antunes, Leonardo R. Domingues, Lucimara de Almeida, A. Alves, R. Oliveira
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引用次数: 3

Abstract

Motion sickness is one of the most common issues that affects the user experience in immersive virtual reality environments. In general, a user feels motion sickness because the brain perceives a movement but his/her body is not actually moving. In immersive virtual reality, this is caused because, frequently, the user's field of view is blocked by a head-mounted display and the locomotion in the virtual world is performed by moving analog sticks in a gamepad-like device (this is also known as artificial locomotion). In addition to some general best practices and guidelines to prevent motion sickness and provide immersion, several different locomotion mechanisms have been conceived in the last few years, both in the academy and in the industry. This paper presents the findings from usability tests to compare different locomotion mechanisms. The evaluation took into account not only the level of motion sickness observed in the participants, but also the ease of learn and use, the subjective preferences and the sense of immersion. It is expected that the data from these tests will assist the development of immersive virtual reality environments and future enhancements of locomotion mechanisms for immersive virtual reality.
沉浸式虚拟现实运动机构评估
晕动病是影响沉浸式虚拟现实环境中用户体验的最常见问题之一。一般来说,用户感到晕动病是因为大脑感知到运动,但他/她的身体实际上并没有运动。在沉浸式虚拟现实中,这是因为用户的视野经常被头戴式显示器遮挡,而虚拟世界中的运动是通过在类似游戏手柄的设备中移动模拟杆来执行的(这也被称为人工运动)。除了一些预防晕动病和提供沉浸感的一般最佳实践和指导方针外,在过去的几年里,学术界和工业界都构想了几种不同的运动机制。本文介绍了可用性测试的结果,以比较不同的运动机制。评估不仅考虑了参与者的晕动病程度,还考虑了学习和使用的难易程度、主观偏好和沉浸感。预计这些测试的数据将有助于沉浸式虚拟现实环境的开发和沉浸式虚拟现实运动机制的未来增强。
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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