缺乏明确腿部运动的虚拟运动方法的感知自然性

N. C. Nilsson, S. Serafin, R. Nordahl
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引用次数: 46

摘要

当沉浸式虚拟环境比物理环境提供更大的移动自由时,就地行走(WIP)技术在解决问题方面具有潜力。当空间限制非常突出时,这种技术特别有用,因为它们可能与消费者家中的沉浸式游戏系统有关。然而,大多数现有的WIP技术依赖于腿部的运动,这可能会导致戴着头戴式显示器的用户无意识地移动。本文详细介绍了一项受试者内部研究,目的是调查依赖于手臂和臀部运动的两种可选手势输入类型与传统的WIP手势和键盘输入相比如何。视觉反馈通过头戴式显示器传递,听觉反馈通过16声道环绕立体声系统提供。这些手势是根据感知的自然度、存在感和现实世界的位置漂移来评估的。结果表明,与臀部运动和键盘配置相比,WIP和手臂摆动被认为更自然。然而,在能量消耗方面,手臂摆动更符合真实的行走,并导致更少的位置漂移。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Perceived Naturalness of Virtual Locomotion Methods Devoid of Explicit Leg Movements
Walking-In-Place (WIP) techniques have potential in terms of solving the problem arising when an immersive virtual environment offers a larger freedom of movement than the physical environment. Such techniques are particularly useful when the spatial constraints are very prominent, as they are likely to be in relation to immersive gaming systems located in the homes of consumers. However, most existing WIP techniques rely on movement of the legs which may cause users, wearing a head mounted display, to unintentionally move. This paper details a within-subjects study performed with the intention of investigating how two alternative types of gestural input relying on arm and hip movements compare to the traditional WIP gesture and keyboard input. Visual feedback was delivered through a head-mounted display and auditory feedback was provided by means of a 16-channel surround sound system. The gestures were evaluated in terms of perceived naturalness, presence and real world positional drift. The results suggest that both WIP and arm swinging are perceived as significantly more natural than hip movement and the keyboard configuration. However, arm swinging better matched real walking in terms of energy expenditure and led to significantly less positional drift.
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