VR自然行走在不可能的空间

Daniel Lochner, J. Gain
{"title":"VR自然行走在不可能的空间","authors":"Daniel Lochner, J. Gain","doi":"10.1145/3487983.3488305","DOIUrl":null,"url":null,"abstract":"Locomotion techniques in Virtual Reality (VR) are the means by which users traverse a Virtual Environment (VE) and are considered an integral and indispensable part of user interaction. This paper investigates the potential that natural walking in impossible spaces provides as a viable locomotion technique in VR when compared to conventional alternatives, such as teleportation, arm-swinging and touchpad/joystick. In this context, impossible spaces are locally Euclidean orbit-manifolds — subspaces separated by portals that are individually consistent but are able to impossibly overlap in space without interacting. A quantitative user experiment was conducted with n = 25 participants, who were asked to complete a set of tasks inside four houses, in each case using a different locomotion technique to navigate. After completing all tasks for a given house, participants were then asked to complete a set of three questionnaires regarding the technique used, namely the Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire (GEQ) and System Usability Scale (SUS). Time for task completion was also recorded. It was found that natural walking in impossible spaces significantly improves (α = 0.05) immersion (as compared to teleportation and touchpad/joystick, r > 0.7) and system usability (over touchpad/joystick and arm-swinging, r ≥ 0.38), but seems to lead to slower task completion.","PeriodicalId":170509,"journal":{"name":"Proceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"VR Natural Walking in Impossible Spaces\",\"authors\":\"Daniel Lochner, J. Gain\",\"doi\":\"10.1145/3487983.3488305\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Locomotion techniques in Virtual Reality (VR) are the means by which users traverse a Virtual Environment (VE) and are considered an integral and indispensable part of user interaction. This paper investigates the potential that natural walking in impossible spaces provides as a viable locomotion technique in VR when compared to conventional alternatives, such as teleportation, arm-swinging and touchpad/joystick. In this context, impossible spaces are locally Euclidean orbit-manifolds — subspaces separated by portals that are individually consistent but are able to impossibly overlap in space without interacting. A quantitative user experiment was conducted with n = 25 participants, who were asked to complete a set of tasks inside four houses, in each case using a different locomotion technique to navigate. After completing all tasks for a given house, participants were then asked to complete a set of three questionnaires regarding the technique used, namely the Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire (GEQ) and System Usability Scale (SUS). Time for task completion was also recorded. It was found that natural walking in impossible spaces significantly improves (α = 0.05) immersion (as compared to teleportation and touchpad/joystick, r > 0.7) and system usability (over touchpad/joystick and arm-swinging, r ≥ 0.38), but seems to lead to slower task completion.\",\"PeriodicalId\":170509,\"journal\":{\"name\":\"Proceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3487983.3488305\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3487983.3488305","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

虚拟现实(VR)中的运动技术是用户穿越虚拟环境(VE)的手段,被认为是用户交互不可或缺的一部分。本文研究了在不可能的空间中自然行走作为一种可行的VR运动技术的潜力,并与传统的替代方法(如传送、手臂摆动和触摸板/操纵杆)进行了比较。在这种情况下,不可能空间是局部欧几里得轨道流形——由门户分隔的子空间,它们单独一致,但在空间中不可能重叠而不相互作用。研究人员对25名参与者进行了定量用户实验,要求他们在四所房子里完成一组任务,在每种情况下使用不同的运动技术来导航。在完成给定房屋的所有任务后,参与者被要求完成一套关于所使用技术的三份问卷,即模拟器疾病问卷(SSQ),游戏体验问卷(GEQ)和系统可用性量表(SUS)。完成任务的时间也被记录下来。研究发现,在不可能空间中自然行走显著提高了参与者的沉浸感(与传送和触控杆/操纵杆相比,r = 0.05)和系统可用性(与触控板/操纵杆和手臂挥动相比,r≥0.38),但似乎导致任务完成速度变慢。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VR Natural Walking in Impossible Spaces
Locomotion techniques in Virtual Reality (VR) are the means by which users traverse a Virtual Environment (VE) and are considered an integral and indispensable part of user interaction. This paper investigates the potential that natural walking in impossible spaces provides as a viable locomotion technique in VR when compared to conventional alternatives, such as teleportation, arm-swinging and touchpad/joystick. In this context, impossible spaces are locally Euclidean orbit-manifolds — subspaces separated by portals that are individually consistent but are able to impossibly overlap in space without interacting. A quantitative user experiment was conducted with n = 25 participants, who were asked to complete a set of tasks inside four houses, in each case using a different locomotion technique to navigate. After completing all tasks for a given house, participants were then asked to complete a set of three questionnaires regarding the technique used, namely the Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire (GEQ) and System Usability Scale (SUS). Time for task completion was also recorded. It was found that natural walking in impossible spaces significantly improves (α = 0.05) immersion (as compared to teleportation and touchpad/joystick, r > 0.7) and system usability (over touchpad/joystick and arm-swinging, r ≥ 0.38), but seems to lead to slower task completion.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信