部分非欧几里得环境中的虚拟现实临场感

J. Mayor, D. López-fernández, R. Lara-Cabrera, Fernando Ortega
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引用次数: 0

摘要

目前,如果用户在虚拟世界中无限行走,虚拟现实就会受到物理工作空间的限制。因此,有必要找到解决这一限制的办法。一种可能的解决方案是通过重叠虚拟空间的不同部分来重复使用这一工作空间。这可以通过使用连接虚拟环境中不同点的不易察觉的门户来实现。有了这些入口,就有可能在传统的欧几里得几何图形中创造出一个瞬间断点,显示出虚拟世界中比平时更远的部分。虽然这种效果已在传统游戏中出现过,但将其应用于虚拟环境还涉及到一些技术问题。需要评估的最重要的技术特征之一是临场感,它可能会受到这种视觉效果的影响。为此,我们通过对临场感的定量分析和对用户的定性访谈对这种效果进行了验证。结果表明,用户在虚拟世界中体验这种视觉效果时非常兴奋。最后,本文展示了在这一开发过程中学到的所有知识,并从感知设计的角度进行了讨论,为与虚拟世界中应用的这种视觉效果相关的新研究提供了可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Presence in Partially Non-Euclidean Environments
Currently, virtual reality is limited by a physical workspace if the user walks indefinitely inside its virtual world. Therefore, it is necessary to find solutions to this limitation. A possible solution could be to reuse this workspace by overlapping different parts of the virtual space. This can be achieved through the use of imperceptible portals that connect different points in the virtual environment. Thanks to these portals it is possible to create a momentary break in the conventional Euclidean geometry displaying parts of the virtual world that are farther away than usual. Although this kind of effect has been seen in conventional games, its application to virtual environments has some technical implications. One of the most important technical characteristics to be evaluated is the presence, which could be affected by this type of visual effect. For this reason, a validation of the effect has been carried out by quantitatively analyzing the perceptual presence and conducting qualitative interviews with users. The results did not show an overall impact on presence, and users were excited to experience this type of visual effect inside the virtual world. Finally, this article shows everything learned in this development and is discussed from a perceptual design point of view, opening the possibility of new studies associated with this visual effect applied to the virtual world.
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