Interaction techniques using head gaze for virtual reality

R. Atienza, Ryan A. Blonna, Maria Isabel S. Saludares, Joel Casimiro, Vivencio C. Fuentes
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引用次数: 45

Abstract

Virtual Reality (VR) has finally caught the attention of major technology companies, giving it a significant boost towards becoming market-ready. VR has the capacity to create profoundly engaging experiences by synthesizing highly detailed sensory input in real time, making games the most obvious applications of VR. While the promises of VR may be exciting due to the problems it can solve and new experiences it can offer, there are still numerous issues to be addressed in order to achieve maximal immersion in VR. In this paper, we present the issues encountered during open testing of our applications on commercially available VR goggles and hand input device. The inability to effectively use the hands and feet to control and navigate the environment degrades the level of immersion of VR. With users preferring reliability over intuitiveness, we explore the use of gaze as a substitute input device. Results of experiments conducted on numerous volunteers showed significant improvement in terms of user control.
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虚拟现实中使用头部凝视的交互技术
虚拟现实技术(VR)终于引起了各大科技公司的注意,这大大推动了它走向市场。VR有能力通过实时合成非常详细的感官输入来创造深刻的引人入胜的体验,使游戏成为VR最明显的应用。虽然VR的前景可能令人兴奋,因为它可以解决的问题和它可以提供的新体验,但为了实现VR的最大沉浸感,仍有许多问题需要解决。在本文中,我们提出了在商用VR护目镜和手输入设备上开放测试我们的应用程序时遇到的问题。无法有效地使用手和脚来控制和导航环境会降低VR的沉浸感。由于用户更喜欢可靠性而不是直观性,我们探索使用凝视作为替代输入设备。在众多志愿者身上进行的实验结果显示,在用户控制方面有了显著改善。
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