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A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays

机译:用于头戴式显示器的沉浸式虚拟现实应用的真实运动技术的调查

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摘要

Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body of research since the implementation of the first systems. In real locomotion techniques, users physically move in the real world to affect movement in the Virtual Environment (VE). Real locomotion has been found to perform better than other forms of locomotion for many tasks. To overcome the challenges imposed by restricted physical space, researchers have devised ingenious interaction techniques for real locomotion. In this paper, we present a survey of interaction techniques for real locomotion in VR. Our analysis is focused on the interaction techniques - the combination of devices, user's actions, and system's responses. We categorize interaction techniques for real locomotion in VR into: unmediated, warnings, reorientation/resetting, scaling, redirection, and dynamic VE. These categories represent fundamentally different approaches to real locomotion and user action feedback. We further characterize techniques in each of these categories according to category-specific parameters. Finally, it is important to state that this paper was developed with the aim of helping newcomers to the field to understand and implement the techniques here presented. (C) 2019 Elsevier Ltd. All rights reserved.
机译:运动是虚拟现实(VR)中的一项基本活动,自从第一个系统实施以来,它一直是大量研究的重点。在实际的移动技术中,用户在现实世界中进行物理移动以影响虚拟环境(VE)中的移动。已经发现,在许多任务中,真正的运动要比其他形式的运动表现更好。为了克服有限的物理空间带来的挑战,研究人员已经设计出用于真正运动的巧妙交互技术。在本文中,我们对VR中真实运动的交互技术进行了概述。我们的分析着重于交互技术-设备,用户动作和系统响应的组合。我们将用于VR中真实运动的交互技术分类为:无中介,警告,重定向/重置,缩放,重定向和动态VE。这些类别代表了针对实际移动和用户动作反馈的根本不同的方法。我们将根据类别特定的参数进一步描述每个类别中的技术。最后,重要的是要指出,本文旨在帮助新手到该领域来理解和实施此处介绍的技术。 (C)2019 Elsevier Ltd.保留所有权利。

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