A comparison of two methods for moving through a virtual environment: walking in place and interactive redirected walking

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-11-20 DOI:10.3389/frvir.2023.1294539
Domna Banakou, Mel Slater
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Abstract

Moving through a virtual environment that is larger than the physical space in which the participant operates has been a challenge since the early days of virtual reality. Many different methods have been proposed, such as joystick-based navigation, walking in place where the participant makes walking movements but is stationary in the physical space, and redirected walking where the environment is surreptitiously changed giving the illusion of walking in a long straight line in the virtual space but maybe a circle in the physical space. Each type of method has its limitations, ranging from simulator sickness to still requiring more physical space than is available. Stimulated by the COVID-19 lockdown, we developed a new method of locomotion which we refer to as interactive redirected walking. Here, the participant really walks but, when reaching a boundary, rotates the virtual world so that continuation of walking is always within the physical boundary. We carried out an exploratory study to compare this method with walking in place with respect to presence using questionnaires as well as qualitative responses based on comments written by the participants that were subjected to sentiment analysis. Surprisingly, we found that smaller physical boundaries favor interactive redirected walking, but for boundary lengths more than approximately 7 adult paces, the walking-in-place method is preferable.
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比较在虚拟环境中移动的两种方法:原地行走和交互式重定向行走
自虚拟现实技术问世之初,在一个大于参与者所处物理空间的虚拟环境中移动一直是一项挑战。人们提出了许多不同的方法,例如基于操纵杆的导航、原地行走(参与者在物理空间中做行走动作但保持静止)以及重定向行走(环境被偷偷改变,给人一种在虚拟空间中走长长的直线但在物理空间中可能走圆圈的错觉)。每种方法都有其局限性,从模拟器病态到仍然需要比现有空间更大的物理空间。在 COVID-19 封锁的刺激下,我们开发了一种新的运动方法,我们称之为交互式重定向行走。在这种方法中,参与者真的在行走,但当到达边界时,会旋转虚拟世界,这样继续行走就始终处于物理边界内。我们进行了一项探索性研究,通过问卷调查以及对参与者所写评论的定性分析,比较了这种方法与原地行走的存在感。出乎意料的是,我们发现较小的物理边界更有利于互动式重定向行走,但如果边界长度超过大约 7 个成人步长,原地行走法则更受欢迎。
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CiteScore
5.80
自引率
0.00%
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0
审稿时长
13 weeks
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