Suppr超能文献

基于倾斜的界面与手持控制器相比,可提高 VR 中的同步移动和物体交互。

Leaning-Based Interfaces Improve Simultaneous Locomotion and Object Interaction in VR Compared to the Handheld Controller.

出版信息

IEEE Trans Vis Comput Graph. 2024 Aug;30(8):4665-4682. doi: 10.1109/TVCG.2023.3275111. Epub 2024 Jul 1.

Abstract

Physical walking is often considered the gold standard for VR travel whenever feasible. However, limited free-space walking areas in the real-world do not allow exploring larger-scale virtual environments by actual walking. Therefore, users often require handheld controllers for navigation, which can reduce believability, interfere with simultaneous interaction tasks, and exacerbate adverse effects such as motion sickness and disorientation. To investigate alternative locomotion options, we compared handheld Controller (thumbstick-based) and physical walking versus a seated (HeadJoystick) and standing/stepping (NaviBoard) leaning-based locomotion interface, where seated/standing users travel by moving their head toward the target direction. Rotations were always physically performed. To compare these interfaces, we designed a novel simultaneous locomotion and object interaction task, where users needed to keep touching the center of upward moving target balloons with their virtual lightsaber, while simultaneously staying inside a horizontally moving enclosure. Walking resulted in the best locomotion, interaction, and combined performances while the controller performed worst. Leaning-based interfaces improved user experience and performance compared to Controller, especially when standing/stepping using NaviBoard, but did not reach walking performance. That is, leaning-based interfaces HeadJoystick (sitting) and NaviBoard (standing) that provided additional physical self-motion cues compared to controller improved enjoyment, preference, spatial presence, vection intensity, motion sickness, as well as performance for locomotion, object interaction, and combined locomotion and object interaction. Our results also showed that less embodied interfaces (and in particular the controller) caused a more pronounced performance deterioration when increasing locomotion speed. Moreover, observed differences between our interfaces were not affected by repeated interface usage.

摘要

当可行时,身体行走通常被认为是 VR 旅行的黄金标准。然而,现实世界中有限的自由空间行走区域不允许通过实际行走来探索更大规模的虚拟环境。因此,用户通常需要手持控制器进行导航,这会降低可信度、干扰同时进行的交互任务,并加剧运动病和迷失方向等不良反应。为了研究替代的运动选择,我们比较了手持控制器(基于拇指杆)和身体行走与坐姿(头戴式操纵杆)和站立/踏步(导航板)倾斜式运动界面,其中坐姿/站立用户通过向目标方向移动头部来移动。旋转始终通过物理方式执行。为了比较这些接口,我们设计了一个新颖的同时运动和对象交互任务,其中用户需要用虚拟光剑保持触摸向上移动目标气球的中心,同时保持在水平移动的范围内。行走的运动、交互和综合表现最好,而控制器的表现最差。与控制器相比,倾斜式运动界面(头控器和导航板)提高了用户体验和性能,尤其是在使用导航板站立/踏步时,但无法达到行走的性能。也就是说,与控制器相比,提供了更多物理自我运动线索的倾斜式运动界面(头控器,坐姿)和导航板(站立,踏步)提高了享受感、偏好度、空间存在感、运动视错觉强度、运动病,以及运动、对象交互和运动与对象交互的综合性能。我们的结果还表明,当运动速度增加时,不那么具身的界面(特别是控制器)会导致更明显的性能下降。此外,观察到的我们界面之间的差异不受重复使用界面的影响。

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验