Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking

E. Langbehn, Paul Lubos, Frank Steinicke
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引用次数: 152

Abstract

Due to its multimodal nature virtual reality technology imposes new challenges, for example, when it comes to navigating through a virtual environment. Joystick-based controls and teleportation techniques support only limited self-motion experiences, however, other techniques such as redirected walking provide promising solutions to enable near-natural walking, while overcoming limits of the physical space. In this article, we report an experiment that analyzed the effects of the three different locomotion techniques, i. e., (i) joystick-based, (ii) teleportation, and (iii) redirected walking, on the user's cognitive map building of an indoor virtual environment, as well as effectiveness, motion sickness, presence, and user preferences. Our results suggest that redirected walking performs best regarding the user's ability to unconsciously acquire spatial knowledge about the virtual environment. Redirected walking and teleportation were subjectively preferred over joystick by the participants. Furthermore, we found a significant effect of an increased motion sickness for joystick-based navigation. Hence, redirected walking as well as teleportation are locomotion techniques with different benefits and drawbacks, and should be preferred.
对房间级VR运动技术的评估:操纵杆、传送和重定向行走
由于其多模式特性,虚拟现实技术带来了新的挑战,例如,当涉及到在虚拟环境中导航时。基于操纵杆的控制和瞬间移动技术只支持有限的自我运动体验,然而,其他技术,如重定向行走,提供了有希望的解决方案,使接近自然的行走,同时克服了物理空间的限制。在这篇文章中,我们报告了一个实验,分析了三种不同的运动技术的影响,即(i)基于操纵杆的,(ii)传送,和(iii)重定向行走,对室内虚拟环境的用户认知地图的构建,以及有效性,晕动病,存在感和用户偏好。我们的研究结果表明,在用户无意识地获取虚拟环境空间知识的能力方面,重定向行走表现最好。与操纵杆相比,参与者更倾向于重定向行走和瞬间移动。此外,我们发现基于操纵杆的导航会增加晕动病的显著影响。因此,重定向行走和瞬间移动是具有不同优点和缺点的运动技术,应该优先考虑。
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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