在虚拟现实中实现真实行走的上下文敏感定向

Timofey Grechkin, Mahdi Azmandian, M. Bolas, Evan A. Suma
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引用次数: 10

摘要

重定向行走技术的引入是为了克服虚拟现实中自然运动的物理限制。尽管微妙的感知操作有助于将用户保持在相对较小的跟踪空间内,但用户将不可避免地接近关键边界限制。目前解决这个问题的方法包括通过引入干扰物来中断存在,或者相对于用户的视角冻结虚拟世界。我们提出了一种方法,集成到虚拟世界的叙述,以吸引用户的注意力,并使他们暂时改变他们的路线,以避免越界。这种方法将不明显的平移、旋转和曲率增益联系在一起,有效地重新定向用户,同时保持用户的沉浸感。我们还讨论了这种新方法如何有效地与其他重新定向技术结合使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards context-sensitive reorientation for real walking in virtual reality
Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
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