Comparing the performance of natural, semi-natural, and non-natural locomotion techniques in virtual reality

Mahdi Nabiyouni, Ayshwarya Saktheeswaran, D. Bowman, Ambika Karanth
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引用次数: 93

Abstract

One of the goals of much virtual reality (VR) research is to increase realism. In particular, many techniques for locomotion in VR attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques affects user task performance. We performed an experiment to compare a semi-natural locomotion technique (based on the Virtusphere device) with a traditional, non-natural technique (based on a game controller) and a fully natural technique (real walking). We found that the Virtusphere technique was significantly slower and less accurate than both of the other techniques. Based on this result and others in the literature, we speculate that locomotion techniques with moderate interaction fidelity will often have performance inferior to both high-fidelity techniques and well-designed low-fidelity techniques. We argue that our experimental results are an effect of interaction fidelity, and perform an analysis of the fidelity of the three locomotion techniques to support this argument.
在虚拟现实中比较自然、半自然和非自然运动技术的性能
许多虚拟现实(VR)研究的目标之一是提高真实感。特别是,VR中的许多运动技术试图近似真实世界的行走。然而,它还没有完全理解如何设计更现实的运动技术影响用户的任务性能。我们进行了一项实验,将半自然运动技术(基于Virtusphere设备)与传统的非自然运动技术(基于游戏控制器)和完全自然的运动技术(真实行走)进行比较。我们发现,与其他两种技术相比,虚拟球技术明显更慢,准确性也更低。基于这一结果和其他文献,我们推测具有中等交互保真度的运动技术的性能通常低于高保真度技术和设计良好的低保真度技术。我们认为我们的实验结果是相互作用保真度的影响,并执行三种运动技术的保真度分析来支持这一论点。
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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