Evaluation of visual, auditory, and olfactory stimulus-based attractors for intermittent reorientation in virtual reality locomotion

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-04-26 DOI:10.1007/s10055-024-00997-y
Jieun Lee, Seokhyun Hwang, Kyunghwan Kim, SeungJun Kim
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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.

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评估虚拟现实运动中基于视觉、听觉和嗅觉刺激的间歇性方向调整吸引器
在虚拟现实中,重定向行走(RDW)使用户能够保持在跟踪区域内,同时感觉自己是在一个比物理空间更大的虚拟空间中行进。重定向行走利用视觉吸引器吸引用户的视线,并利用场景操作进行间歇性的重新定向。然而,反复使用会妨碍虚拟世界的沉浸感,削弱调整方向的性能。在本研究中,我们建议使用声音和气味作为替代刺激物,以隐性方式吸引用户的注意力,并维持间歇性方向调整吸引器的性能。为此,我们将视觉、听觉和嗅觉吸引器整合到一个一体化的刺激系统中。实验结果表明,听觉吸引器可引起最快的方向调整,嗅觉吸引器可引起最大的角度差,而结合了听觉和嗅觉刺激的吸引器可引起最大的角度速度,从而使用户不会注意到操作。研究结果表明,在需要间歇性调整方向的情况下,非视觉吸引子具有为用户调整方向的潜力。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
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.
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