Hirao Yutaro, Narumi Takuji, Argelaguet Ferran, Lecuyer Anatole
IEEE Trans Vis Comput Graph. 2024 Jul;30(7):3210-3223. doi: 10.1109/TVCG.2022.3228171. Epub 2024 Jun 27.
Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This article investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed. Second, we introduce a novel input system for WIP based on elastic and passive strips. Third, we introduce the use of pseudo-haptic feedback as a novel output for WIP meant to alter walking sensations. The results of a series of user studies show that height and frequency based control of WIP can facilitate higher virtual speed with greater efficacy and ease than in frequency-based WIP. Second, using an upward elastic input system can result in a stable virtual speed control, although excessively strong elastic forces may impact the usability and user experience. Finally, using a pseudo-haptic approach can improve the perceived realism of virtual slopes. Taken together, our results suggest that, for future VR applications, there is value in further research into the use of alternative interaction schemes for walking-in-place.
原地行走(WIP)是一种移动技术,它能让用户在有限的物理空间内,通过类似行走的手势在广阔的虚拟环境中“无限行走”。本文研究了原地行走的替代交互方案,依次探讨了原地行走的控制、输入和输出。首先,我们引入了一种基于高度的新型控制方法来提高行进速度。其次,我们介绍了一种基于弹性和被动条带的原地行走新型输入系统。第三,我们引入了使用伪触觉反馈作为原地行走的一种新型输出方式,旨在改变行走感觉。一系列用户研究的结果表明,与基于频率的原地行走相比,基于高度和频率的原地行走控制能够以更高的效率和更轻松的方式实现更高的虚拟速度。其次,使用向上弹性输入系统可以实现稳定的虚拟速度控制,尽管弹性力过强可能会影响可用性和用户体验。最后,使用伪触觉方法可以提高虚拟斜坡的真实感。综合来看,我们的结果表明,对于未来的虚拟现实应用,进一步研究原地行走的替代交互方案具有一定价值。