Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim
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引用次数: 0
Abstract
In virtual reality, redirected walking (RDW) enables users to stay within the tracking area while feeling that they are traveling in a virtual space that is larger than the physical space. RDW uses a visual attractor to the user’s sight and scene manipulation for intermittent reorientation. However, repeated usage can hinder the virtual world immersion and weaken the reorientation performance. In this study, we propose using sounds and smells as alternative stimuli to draw the user’s attention implicitly and sustain the attractor’s performance for intermittent reorientation. To achieve this, we integrated visual, auditory, and olfactory attractors into an all-in-one stimulation system. Experiments revealed that the auditory attractor caused the fastest reorientation, the olfactory attractor induced the widest angular difference, and the attractor with the combined auditory and olfactory stimuli induced the largest angular speed, keeping users from noticing the manipulation. The findings demonstrate the potential of nonvisual attractors to reorient users in situations requiring intermittent reorientation.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.