电子游戏的运动方法如何影响虚拟环境中的导航

Richard A. Paris, Joshua Klag, P. Rajan, Lauren E. Buck, T. McNamara, Bobby Bodenheimer
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引用次数: 25

摘要

导航,或者说是人们在环境中找到路的方法,依赖于将来自多个来源的信息结合起来的能力,这样就可以估计环境的属性,比如目标的位置。自我运动产生的空间线索是导航信息的重要来源。仅仅基于由自我运动产生的基于身体的线索的导航被称为路径整合。在虚拟现实和视频游戏中,许多运动系统,即在虚拟环境中移动用户的方法,经常会扭曲或剥夺用户重要的自我运动线索。关于这个问题已经有很多研究,在本文中,我们通过评估四种类似游戏的运动界面对使用路径集成的导航性能的影响,将研究扩展到新的方向。我们的运动界面的显著特征是,两个主要是连续的,即更像操纵杆,两个主要是离散的,即更像传送。我们的主要发现是,从路径整合的角度来看,人们能够使用所有方法,尽管连续方法优于离散方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Video Game Locomotion Methods Affect Navigation in Virtual Environments
Navigation, or the means by which people find their way in an environment, depends on the ability to combine information from multiple sources so that properties of an environment, such as the location of a goal, can be estimated. An important source of information for navigation are spatial cues generated by self-motion. Navigation based solely on body-based cues generated by self-motion is called path integration. In virtual reality and video games, many locomotion systems, that is, methods that move users through a virtual environment, can often distort or deprive users of important self-motion cues. There has been much study of this issue, and in this paper, we extend that study in novel directions by assessing the effect of four game-like locomotion interfaces on navigation performance using path integration. The salient features of our locomotion interfaces are that two are primarily continuous, i.e., more like a joystick, and two are primarily discrete, i.e., more like teleportation. Our main findings are that the perspective of path integration, people are able to use all methods, although continuous methods outperform discrete methods.
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