通过动态重定向和增益改进重定向

Ruimin Zhang, James W. Walker, S. Kuhl
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引用次数: 5

摘要

在头戴式显示系统中,跟踪空间的有限大小限制了用户在比跟踪物理空间更大的虚拟环境中导航。先前的研究表明,当用户在现实世界中遇到墙时,可以要求他们后退或转180°来打破这一限制[Williams et al. 2007]。在这项工作中,我们提出可以根据用户的瞬时位置信息和用户周围可导航虚拟空间的形状动态确定重定向速率。我们进行了一个实验来比较我们提出的动态重定向与之前的冻结转向重定向。结果表明,动态定向时,参与者在两次定向之间行走的距离明显长于冻结-转向定向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving redirection with dynamic reorientations and gains
In head-mounted display systems, the confined size of the tracked space limits users from navigating larger virtual environments than the tracked physical space. Previous work suggests this constraint could be broken by asking users to back up or turn 180°whenever they encouter a wall in the real world [Williams et al. 2007]. In this work, we propose that the reorientation rate can be dynamically determined based on the user's instantaneous positional information and the shape of the navigable virtual space around the user. We conducted an experiment to compare our proposed dynamic reorientations with the previous Freeze-Turn reorientation. The results show that, with dynamic reorientations, participants walked a significantly longer distance between orientations than with Freeze-Turn reorientations.
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