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Legomotion: scalable walking-based virtual locomotion

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PubDate: November 2017

Teams: University of Nevada

Writers: Jiwan Bhandari;Sam Tregillus;Eelke Folmer

PDF: Legomotion: scalable walking-based virtual locomotion

Abstract

Using real walking for virtual navigation generally delivers the most natural and immersive virtual reality experience, but its usage is generally bounded by available tracking space. To navigate beyond the confines of available tracking space, users need to switch to an artificial locomotion technique, such as controller input. However, having to switch from leg-based input to hand-based input is considered to break presence. We present a hybrid handsfree locomotion technique called legomotion that lets users seamlessly switch between real walking input and walking-in-place input to enable navigation at scale. A user study with 18 participants compared legomotion to full locomotion using a controller. Legomotion led to higher presence as switching to controller input was found to be more tedious. Because controller input is also faster than walking, we observed most users to abandon positional tracking input altogether and primary use a controller for navigation – which then led to a lower presence. This finding could have major implications for the design of VR locomotion.

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