Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements

Katja Rogers, J. Funke, Julian Frommel, Sven Stamm, M. Weber
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引用次数: 43

Abstract

High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this context. We conducted a lab study comparing high and low IF for object manipulation tasks in a VR game. In a second study, we investigated players' experiences of IF for whole-body movements in a VR game that allowed players to crawl underneath virtual boulders and "dangle'' along monkey bars. Our findings show that high IF is preferred for object manipulation, but for whole-body movements, moderate IF can suffice, as there is a trade-off with usability and social factors. We provide guidelines for the development of VR games based on our results.
探索虚拟现实中的交互保真度:对象操纵和全身运动
据说,虚拟现实(VR)中高度的交互保真度(IF)可以改善用户体验和沉浸感,但也有证据表明,低IF也能提供类似的体验。VR游戏现在越来越流行,但我们仍然不能完全理解现实性和抽象性之间的权衡。我们进行了一项实验室研究,比较了VR游戏中物体操作任务的高中频和低中频。在第二项研究中,我们调查了玩家在VR游戏中全身运动的IF体验,该游戏允许玩家在虚拟巨石下爬行并在猴杠上“摇摆”。我们的研究结果表明,对于物体操作,高IF是首选,但对于全身运动,适度的IF就足够了,因为存在可用性和社会因素之间的权衡。我们根据我们的研究结果为VR游戏的开发提供指导。
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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