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VR-Fit: Walking-in-Place Locomotion with Real Time Step Detection for VR-Enabled Exercise

机译:VR-Fit:具有实时步检测功能的就地运动,用于启用VR的运动

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With recent advances in mobile and wearable technologies, virtual reality (VR) found many applications in daily use. Today, a mobile device can be converted into a low-cost immersive VR kit thanks to the availability of do-it-yourself viewers in the shape of simple cardboards and compatible software for 3D rendering. These applications involve interacting with stationary scenes or moving in between spaces within a VR environment. VR locomotion can be enabled through a variety of methods, such as head movement tracking, joystick-triggered motion and through mapping natural movements to translate to virtual locomotion. In this study, we implemented a walk-in-place (WIP) locomotion method for a VR-enabled exercise application. We investigate the utility of WIP for exercise purposes, and compare it with joystick-based locomotion in terms of step performance and subjective qualities of the activity, such as enjoyment, encouragement for exercise and ease of use. Our technique uses vertical accelerometer data to estimate steps taken during walking or running, and locomotes the user's avatar accordingly in virtual space. We evaluated our technique in a controlled experimental study with 12 people. Results indicate that the way users control the simulated locomotion affects how they interact with the VR simulation, and influence the subjective sense of immersion and the perceived quality of the interaction. In particular, WIP encourages users to move further, and creates a more enjoyable and interesting experience in comparison to joystick-based navigation.
机译:随着移动和可穿戴技术的最新发展,虚拟现实(VR)在日常使用中发现了许多应用程序。如今,得益于以简单硬纸板和兼容的3D渲染软件形式的“自己动手”观看者的使用,移动设备可以转换为低成本的沉浸式VR套件。这些应用程序涉及与静态场景进行交互或在VR环境中的空间之间移动。可以通过多种方法来启用VR运动,例如头部运动跟踪,操纵杆触发的运动以及通过映射自然运动以转换为虚拟运动。在这项研究中,我们为启用VR的运动应用程序实现了就地(WIP)运动方法。我们调查了WIP在运动中的用途,并将其与基于操纵杆的运动进行比较,以表现其步伐和活动的主观素质,例如娱乐,鼓励运动和易于使用。我们的技术使用垂直加速度计数据来估算步行或跑步过程中采取的步伐,并相应地在虚拟空间中定位用户的化身。我们在一个有12个人进行的对照实验研究中评估了我们的技术。结果表明,用户控制模拟运动的方式会影响他们与VR模拟的交互方式,并影响主观沉浸感和交互的感知质量。特别是,WIP鼓励用户进一步前进,与基于操纵杆的导航相比,它创造了更加愉快和有趣的体验。

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