6DoF navigation in virtual worlds: comparison of joystick-based and head-controlled paradigms

Weiya Chen, Anthony Plancoulaine, N. Férey, Damien Touraine, J. Nelson, P. Bourdot
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引用次数: 40

Abstract

6DoF navigation in a virtual world can usually be implemented by two types of navigation techniques: joystick-based input devices and steering metaphors based on movements of the user's body, e.g. head-controlled paradigms. These two different types of 6DoF navigation techniques provide users with the same level of control, but the latter introduces the user's physical movements in the navigation, which we believe will improve the navigation experience in immersive virtual environments. In this paper, we compare these two types of 6DoF navigation techniques in an immersive context, through an experiment using both objective and subjective measurements to assess user performance, the occurrence of cybersickness symptoms and the level of presence, when using either of these navigation paradigms.
虚拟世界中的6DoF导航:基于操纵杆和头控模式的比较
虚拟世界中的6DoF导航通常可以通过两种类型的导航技术来实现:基于操纵杆的输入设备和基于用户身体运动的转向隐喻,例如头部控制范例。这两种不同类型的6DoF导航技术为用户提供了相同的控制水平,但后者在导航中引入了用户的物理运动,我们相信这将改善沉浸式虚拟环境中的导航体验。在本文中,我们在沉浸式环境中比较了这两种类型的6DoF导航技术,通过实验使用客观和主观测量来评估用户性能,晕机症状的发生和存在程度,当使用这两种导航范式时。
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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