User-Centric Locomotion Techniques for Virtual Reality Games: A Survey of User Needs and Issues

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Daichi Hirobe;Shizuka Shirai;Jason Orlosky;Mehrasa Alizadeh;Masato Kobayashi;Yuki Uranishi;Photchara Ratsamee;Haruo Takemura
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Abstract

Virtual reality (VR) video games that are played on a VR headset are becoming increasingly common in households, and though many games require players to navigate vast virtual spaces, most homes cannot provide a large enough physical space to encompass the entire virtual space. Thus, VR video games that require locomotion often provide users with alternative locomotion techniques. While teleportation or steering is typically used as a standard, new techniques can overcome remaining problems, such as motion sickness. However, a holistic perspective of user needs and issues regarding these techniques in practical situations has not been studied on a broad basis. To address this gap in the literature and contribute to future VR video game development and research, we conducted 16 semi-structured interviews and surveyed 88 participants to help explore issues regarding existing locomotion techniques. Our results revealed preferences related to teleportation versus steering and the postures that users adopt while playing VR video games, along with user needs for locomotion techniques in each posture.
以用户为中心的虚拟现实游戏运动技术:用户需求和问题的调查
虚拟现实(VR)视频游戏在家庭中变得越来越普遍,尽管许多游戏要求玩家在广阔的虚拟空间中导航,但大多数家庭无法提供足够大的物理空间来容纳整个虚拟空间。因此,需要运动的VR视频游戏通常为用户提供替代的运动技术。虽然隐形传输或转向通常被用作标准,但新技术可以克服诸如晕动病等遗留问题。但是,在实际情况中对用户需要和有关这些技术的问题的整体观点尚未进行广泛的研究。为了解决文献中的这一空白,并为未来VR视频游戏的开发和研究做出贡献,我们进行了16次半结构化访谈,调查了88名参与者,以帮助探索有关现有运动技术的问题。我们的研究结果揭示了用户在玩VR视频游戏时对传送与转向的偏好,以及用户在每种姿势下对运动技术的需求。
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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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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