Texas A&M University, College Station, TX.
Virginia Tech, Blacksburg, VA.
IEEE Trans Vis Comput Graph. 2017 Aug;23(8):1880-1895. doi: 10.1109/TVCG.2016.2601607. Epub 2016 Aug 19.
Many types of virtual reality (VR) systems allow users to use natural, physical head movements to view a 3D environment. In some situations, such as when using systems that lack a fully surrounding display or when opting for convenient low-effort interaction, view control can be enabled through a combination of physical and virtual turns to view the environment, but the reduced realism could potentially interfere with the ability to maintain spatial orientation. One solution to this problem is to amplify head rotations such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the entire surrounding environment with small head movements. This solution is attractive because it allows semi-natural physical view control rather than requiring complete physical rotations or a fully-surrounding display. However, the effects of amplified head rotations on spatial orientation and many practical tasks are not well understood. In this paper, we present an experiment that evaluates the influence of amplified head rotation on 3D search, spatial orientation, and cybersickness. In the study, we varied the amount of amplification and also varied the type of display used (head-mounted display or surround-screen CAVE) for the VR search task. By evaluating participants first with amplification and then without, we were also able to study training transfer effects. The findings demonstrate the feasibility of using amplified head rotation to view 360 degrees of virtual space, but noticeable problems were identified when using high amplification with a head-mounted display. In addition, participants were able to more easily maintain a sense of spatial orientation when using the CAVE version of the application, which suggests that visibility of the user's body and awareness of the CAVE's physical environment may have contributed to the ability to use the amplification technique while keeping track of orientation.
许多类型的虚拟现实 (VR) 系统允许用户使用自然的、物理的头部运动来查看 3D 环境。在某些情况下,例如当使用缺乏完全环绕显示的系统或选择方便的低努力交互时,可以通过物理和虚拟转动的组合来启用视图控制,以查看环境,但降低的真实感可能会干扰保持空间方向的能力。解决此问题的一种方法是放大头部转动,使得较小的物理转动映射到较大的虚拟转动,从而允许受训者用较小的头部运动查看整个周围环境。这种解决方案很有吸引力,因为它允许半自然的物理视图控制,而不需要完全的物理转动或完全环绕的显示。然而,放大头部转动对空间方向和许多实际任务的影响还没有得到很好的理解。在本文中,我们提出了一个实验,评估了放大头部转动对 3D 搜索、空间方向和网络晕动病的影响。在研究中,我们改变了放大的幅度,并改变了 VR 搜索任务中使用的显示类型(头戴式显示器或环绕屏幕 CAVE)。通过先对参与者进行放大,然后不放大,我们还能够研究培训转移效果。研究结果表明,使用放大的头部转动来查看 360 度的虚拟空间是可行的,但当使用头戴式显示器进行高放大时,会出现明显的问题。此外,当使用应用程序的 CAVE 版本时,参与者能够更容易地保持空间方向感,这表明用户身体的可见性和对 CAVE 物理环境的意识可能有助于在保持方向感的同时使用放大技术。