Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking

IF 5 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Jieun Lee, Seokhyun Hwang, Aya Ataya, SeungJun Kim
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Abstract

Virtual reality (VR) locomotion should allow users to move freely in the virtual space while staying within the tracking area in the real space. The redirected walking (RDW) technique enables users to walk naturally in an unlimited virtual space within a limited tracking area by rotating the virtual scene view. However, conflicting visual and vestibular signals during RDW can lead to user discomfort and decreased immersion. To avoid user discomfort, an RDW gain should be within the detection threshold (DT) range. However, a large angle of walking redirection is required when physically avoiding obstacles or escaping from a narrow space, so DT expansion is necessary. In this study, to change the curvature DT range and enhance RDW performance, we proposed an optical flow (OF)-generating vection in a virtual environment. Further, we investigate methods to reduce user discomfort and increase RDW efficiency considering familiar and unfamiliar VR users. The findings showed that the introduction of OF led to a reduction in the DT range for all users, irrespective of the OF’s direction. However, conditions with OF resulted in an extended DT range for users familiar with VR while concurrently diminishing the DT range for those who were VR unfamiliar. To delve further, our analysis indicated that when both the OF and redirecting directions were identical, the RDW performance was robust to VR familiarity, whereas in opposing directions, the DT range increased for VR-familiar users. Our study findings suggested using OF for the RDW technique and extending its applicability in virtual environments.

Abstract Image

光流和用户 VR 熟悉程度对重定向行走曲率增益阈值的影响
虚拟现实(VR)运动应允许用户在虚拟空间中自由移动,同时保持在真实空间的跟踪区域内。重定向行走(RDW)技术通过旋转虚拟场景视图,使用户能够在有限的跟踪区域内,在无限的虚拟空间中自然行走。然而,在重定向行走过程中,视觉和前庭信号的冲突会导致用户不适,降低沉浸感。为避免用户不适,RDW 增益应在检测阈值(DT)范围内。然而,在物理上避开障碍物或逃离狭窄空间时,需要大角度的行走重定向,因此有必要扩大 DT。在本研究中,为了改变曲率 DT 范围并提高 RDW 性能,我们提出了一种在虚拟环境中产生光流(OF)的向量。此外,考虑到熟悉和不熟悉的 VR 用户,我们还研究了减少用户不适感和提高 RDW 效率的方法。研究结果表明,无论光流的方向如何,光流的引入都会导致所有用户的 DT 范围缩小。然而,在有 OF 的条件下,熟悉 VR 的用户的 DT 范围扩大,而不熟悉 VR 的用户的 DT 范围缩小。更进一步的分析表明,当 OF 和重定向方向相同时,RDW 表现对 VR 熟悉程度具有稳健性,而在相反方向上,熟悉 VR 的用户的 DT 范围会增大。我们的研究结果表明,可以使用 OF 技术进行 RDW,并扩大其在虚拟环境中的适用范围。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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