IEEE Trans Vis Comput Graph. 2020 Sep;26(9):2793-2804. doi: 10.1109/TVCG.2019.2905200. Epub 2019 Mar 15.
Locomotion in virtual environments is currently a difficult and unnatural task to perform. Normally, researchers tend to devise ground- or floor-based metaphors to constrain the degrees of freedom (DoFs) during motion. These restrictions enable interactions that accurately emulate the human gait to provide high interaction fidelity. However, flying allows users to reach specific locations in a virtual scene more expeditiously. Our experience suggests that even though flying is not innate to humans, high-interaction-fidelity techniques may also improve the flying experience since flying requires simultaneously controlling additional DoFs. We present the Magic Carpet, an approach to flying that combines a floor proxy with a full-body representation to avoid balance and cybersickness issues. This design space enables DoF separation by treating direction indication and speed control as two separate phases of travel, thereby enabling techniques with higher interaction fidelity. To validate our design space, we conducted two complementary studies, one for each of the travel phases. In this paper, we present the results of both studies and report the best techniques for use within the Magic Carpet design space. To this end, we use both objective and subjective measures to evaluate the efficiency, embodiment effect, and side effects, such as physical fatigue and cybersickness, of the tested techniques in our design space. Our results show that the proposed approach enables high-interaction-fidelity techniques while improving the user experience.
在虚拟环境中移动目前是一项困难且不自然的任务。通常,研究人员倾向于设计基于地面或地板的隐喻来限制运动过程中的自由度 (DoF)。这些限制可以实现准确模拟人类步态的交互,从而提供高交互保真度。然而,飞行可以使用户更迅速地到达虚拟场景中的特定位置。我们的经验表明,即使飞行不是人类天生的能力,高交互保真度技术也可以改善飞行体验,因为飞行需要同时控制额外的自由度。我们提出了 Magic Carpet,这是一种结合地板代理和全身表示的飞行方法,以避免平衡和网络眩晕问题。这种设计空间通过将方向指示和速度控制视为旅行的两个独立阶段来实现自由度分离,从而能够使用具有更高交互保真度的技术。为了验证我们的设计空间,我们进行了两项互补的研究,分别针对两个旅行阶段。在本文中,我们介绍了这两项研究的结果,并报告了 Magic Carpet 设计空间中使用的最佳技术。为此,我们使用客观和主观措施来评估测试技术在我们的设计空间中的效率、体现效果以及物理疲劳和网络眩晕等副作用。我们的结果表明,所提出的方法可以实现高交互保真度技术,同时改善用户体验。