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在虚拟现实中行走时是否使用视点振荡?现状与展望。

To Use or Not to Use Viewpoint Oscillations When Walking in VR? State of the Art and Perspectives.

作者信息

Moullec Yann, Saint-Aubert Justine, Cogne Melanie, Lecuyer Anatole

出版信息

IEEE Trans Vis Comput Graph. 2025 Sep;31(9):5170-5187. doi: 10.1109/TVCG.2024.3436858.

Abstract

Viewpoint oscillations are periodic changes in the position and/or orientation of the point of view in a virtual environment. They can be implemented in Virtual Reality (VR) walking simulations to make them feel closer to real walking. This is especially useful in simulations where users remain in place because of space or hardware constraints. As for today, it remains unclear what exact benefit they bring to user experience during walking simulations, and with what characteristics they should be implemented. To answer these questions, we conduct a systematic literature review focusing on five main dimensions of user experience (walking sensation, vection, cybersickness, presence and embodiment) and discuss 44 articles from the fields of VR, Vision, and Human-Computer Interaction. Overall, the literature suggests that viewpoint oscillations benefit vection, and with less evidence, walking sensation and presence. As for cybersickness, the literature contains contrasted results. Based on these results, we recommend using viewpoint oscillations in applications that require accurate distance or speed perception, or that aim to provide compelling walking simulations without a walking avatar, and a particular attention should be paid to cybersickness. Taken together, this work gives recommendations for enhancing walking simulations in VR, which may be applied to entertainment, virtual visits, and medical rehabilitation.

摘要

视点振荡是指在虚拟环境中视点位置和/或方向的周期性变化。它们可以在虚拟现实(VR)步行模拟中实现,以使模拟感觉更接近真实行走。这在因空间或硬件限制用户只能原地不动的模拟中特别有用。到目前为止,尚不清楚它们在步行模拟过程中给用户体验带来的确切益处,以及应该以何种特性来实现它们。为了回答这些问题,我们进行了一项系统的文献综述,重点关注用户体验的五个主要维度(行走感觉、运动错觉、晕动症、临场感和具身感),并讨论了来自VR、视觉和人机交互领域的44篇文章。总体而言,文献表明视点振荡有益于运动错觉,对行走感觉和临场感的益处证据较少。至于晕动症,文献中的结果相互矛盾。基于这些结果,我们建议在需要精确距离或速度感知的应用中,或旨在提供没有行走化身的引人入胜的步行模拟的应用中使用视点振荡,并且应特别注意晕动症。综上所述,这项工作为增强VR中的步行模拟提供了建议,这些建议可应用于娱乐、虚拟参观和医疗康复。

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