Rapid, Continuous Movement Between Nodes as an Accessible Virtual Reality Locomotion Technique

M. Habgood, D. Moore, David Wilson, Sergio Alapont
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引用次数: 83

Abstract

The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player's sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players' feelings of motion sickness as compared to continuous movement at normal walking speeds.
节点间快速、连续运动作为一种可访问的虚拟现实运动技术
玩家运动对前庭眼反射的干扰效应是沉浸式虚拟现实中晕动病的主要原因之一。对于固定的用户配置,连续运动是特别有问题的,隐形传态已经成为提供可访问运动的主流方法。不幸的是,瞬间移动也会增加迷失方向,降低玩家在VR环境中的存在感。本文提出了另一种运动技术,旨在保持可达性,同时保持存在感。这是一个基于节点的导航系统,允许玩家使用快速、连续、线性的运动在预定义的节点位置之间移动。我们进行了一项评估,将这种运动技术与常用的基于远程传送和连续行走方法进行比较。36名参与者参加了一项研究,在使用PlayStation VR在虚拟房屋中导航时,研究了每种技术的晕动病和存在感。与直觉相反,我们表明快速移动速度比以正常行走速度连续移动减少了玩家的晕动病感觉。
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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