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Leaning-Based 360° Interfaces: Investigating Virtual Reality Navigation Interfaces with Leaning-Based-Translation and Full-Rotation

机译:基于倾斜的360°界面:通过基于倾斜的翻译​​和全旋转来研究虚拟现实导航界面

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Despite recent advances in high quality Head-Mounted Displays (HMDs), designing locomotion interfaces for Virtual Reality (VR) is still challenging, and might contribute to unwanted side effects such as disorientation and motion sickness. To address these issues, we investigated the potentials of leaning-based 360° locomotion interfaces, which provide full-rotational motion cues (unlimited 360° rotations) for rotation, and leaning-based translational motion cues for forward/backward and sideways translation. In this experiment we compared joystick with three locomotion interfaces: Real-Rotation (rotation control by an office swivel chair and forward/backward and sideways translations by joystick); Swivel-Chair (rotation control by the swivel chair and forward/backward and sideways control by leaning forward/ backward and sideways on the chair respectively); NaviChair (rotation control by a sit/stand stool and forward/backward and sideway control by weight shifting and leaning in the same direction, which is sensed by a Nintendo's Wii balance board pressure sensors the stool is mounted on). We asked participants to follow an avatar in an unpredictable curvilinear path in a gamified experiment to evaluate interfaces in terms of different usability aspects, including accuracy, motion sickness, sensation of self-motion, presence, immersion, ease of use, ease of learning, engagement, enjoyment, overall preference, etc. Results did not show any significant advantages of our suggested interfaces over the joystick. But in a sense this is promising because in many aspects, the usability of the proposed interfaces was similar to the well-trained joystick. Moreover, our interfaces had slightly lower motion sickness ratings, and higher sensation of self-motion and spatial presence ratings than the joystick. However, they showed controllability issues, which resulted in significantly lower navigation accuracy (i.e., distance errors) and reduced control precision ratings, which made them less easy to use and comfortable than joystick. We also discuss the participants' qualitative feedbacks about our interfaces, which shows their strengths and weaknesses, and guide the design of more embodied future VR locomotion interfaces.
机译:尽管最近在高质量的头戴式显示器(HMD)方面取得了进步,但为虚拟现实(VR)设计运动界面仍然充满挑战,并且可能会导致不良的副作用,例如迷失方向和晕车。为了解决这些问题,我们研究了基于倾斜的360°运动接口的潜力,该接口提供了全旋转运动线索(无限360°旋转)进行旋转,并提供了基于倾斜的平移运动线索进行向前/向后和侧向平移。在本实验中,我们将操纵杆与三个运动界面进行了比较:真实旋转(通过办公室转椅进行旋转控制,并通过操纵杆进行向前/向后和侧向平移);旋转椅子(通过转椅的旋转控制和通过向前/向后和侧向倾斜在椅子上来分别进行向前/向后和侧向控制); NaviChair(通过坐/站凳子进行旋转控制,并通过向同一方向移动和倾斜重量来控制向前/向后和侧向控制,这通过任天堂安装在凳子上的任天堂的Wii平衡板压力传感器进行感应)。我们要求参与者在游戏化实验中以无法预测的曲线路径跟随化身,以从不同的可用性方面评估界面,包括准确性,晕动病,自我运动的感觉,存在,沉浸感,易用性,易用性,易学性,参与度,娱乐性,总体喜好等。结果并未显示我们建议的界面比操纵杆具有任何明显的优势。但是从某种意义上说,这是有希望的,因为在许多方面,所提出的接口的可用性类似于训练有素的操纵杆。此外,与操纵杆相比,我们的界面的晕车评分略低,自我运动和空间存在感的评分更高。但是,它们显示出可控性问题,从而导致导航精度(即距离误差)大大降低,并且控制精度等级降低,这使其比操纵杆更不易使用和舒适。我们还将讨论参与者对我们界面的定性反馈,以显示他们的长处和短处,并指导设计更多体现未来的VR运动界面。

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