Effects of tracking scale on user performance in virtual reality games

Benedict Burgh, K. Johnsen
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引用次数: 2

Abstract

We explore how scaling a user’s tracking data may impact performance in an immersive virtual reality game, which may have implications for fairness and accessibility of many applications. In our study, which used an HTC Vive room-scale VR system, users play the role of a factory worker who must remove deformed bread from a production line. Users were scaled to a reference height, such that taller than average users were rendered shorter and had shorter reach and shorter than average users were rendered taller and had longer reach than normal. Users also performed with unscaled tracking data. Our analysis indicates that there was no systematic advantage of being taller or shorter than normal, and scaling users may have had a detrimental effect. Moreover, scale changes were noticed by many users who had conflicting preferences for various application-specific reasons, indicating that application strategy can be affected by scale. Results suggest that while virtual reality tracking data may be scaled to compensate for user differences in physical height or reach, care must be taken to ensure that performance will benefit.
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追踪尺度对虚拟现实游戏中用户表现的影响
我们探讨了用户的跟踪数据如何影响沉浸式虚拟现实游戏的性能,这可能对许多应用程序的公平性和可访问性产生影响。在我们使用HTC Vive房间级VR系统的研究中,用户扮演工厂工人的角色,必须从生产线上移除变形的面包。用户被缩放到一个参考高度,这样,比平均水平高的用户被渲染得更矮,到达的距离更短,比平均水平低的用户被渲染得更高,到达的距离比正常水平更长。用户还可以使用未缩放的跟踪数据。我们的分析表明,比正常身高高或矮并没有系统性的优势,而且伸缩用户可能会产生有害的影响。此外,由于各种特定于应用程序的原因,许多具有冲突偏好的用户注意到规模变化,这表明应用程序策略可能受到规模的影响。结果表明,虽然虚拟现实跟踪数据可以缩放以补偿用户在物理高度或到达上的差异,但必须注意确保性能将受益。
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