Redirected Jumping: Perceptual Detection Rates for Curvature Gains

Sungchul Jung, C. Borst, S. Hoermann, R. Lindeman
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引用次数: 10

Abstract

Redirected walking (RDW) techniques provide a way to explore a virtual space that is larger than the available physical space by imperceptibly manipulating the virtual world view or motions. These manipulations may introduce conflicts between real and virtual cues (e.g., visual-vestibular conflicts), which can be disturbing when detectable by users. The empirically established detection thresholds of rotation manipulation for RDW still require a large physical tracking space and are therefore impractical for general-purpose Virtual Reality (VR) applications. We investigate Redirected Jumping (RDJ) as a new locomotion metaphor for redirection to partially address this limitation, and because jumping is a common interaction for environments like games. We investigated the detection rates for different curvature gains during RDJ. The probability of users detecting RDJ appears substantially lower than that of RDW, meaning designers can get away with greater manipulations with RDJ than with RDW. We postulate that the substantial vertical (up/down) movement present when jumping introduces increased vestibular noise compared to normal walking, thereby supporting greater rotational manipulations. Our study suggests that the potential combination of metaphors (e.g., walking and jumping) could further reduce the required physical space for locomotion in VR. We also summarize some differences in user jumping approaches and provide motion sickness measures in our study.
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重定向跳跃:曲率增益的感知检测率
重定向行走(RDW)技术提供了一种探索比可用物理空间更大的虚拟空间的方法,通过不知不觉地操纵虚拟世界观或运动。这些操作可能会在真实和虚拟线索之间引入冲突(例如,视觉前庭冲突),当用户发现时可能会感到不安。经验建立的RDW旋转操作检测阈值仍然需要很大的物理跟踪空间,因此对于通用的虚拟现实(VR)应用是不切实际的。我们研究了重定向跳跃(RDJ)作为重定向的一种新的运动隐喻,以部分解决这一限制,因为跳跃是游戏等环境中的常见交互。我们研究了RDJ过程中不同曲率增益的检出率。用户发现RDJ的概率明显低于RDW,这意味着设计师可以使用RDJ进行比RDW更大的操作。我们假设跳跃时存在的大量垂直(上/下)运动与正常行走相比会增加前庭噪音,从而支持更大的旋转操作。我们的研究表明,隐喻的潜在组合(例如,行走和跳跃)可以进一步减少VR中运动所需的物理空间。我们还总结了用户跳跃方式的一些差异,并在我们的研究中提供了晕动病的措施。
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