BoundaryScreen: Summoning the Home Screen in VR via Walking Outward

Yang Tian;Xingjia Hao;Jianchun Su;Wei Sun;Yangjian Pan;Yunhai Wang;Minghui Sun;Teng Han;Ningjiang Chen
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Abstract

A safety boundary wall in VR is a virtual barrier that defines a safe area, allowing users to navigate and interact without safety concerns. However, existing implementations neglect to utilize the safety boundary wall's large surface for displaying interactive information. In this work, we propose the BoundaryScreen technique based on the “walking outward” metaphor to add interactivity to the safety boundary wall. Specifically, we augment the safety boundary wall by placing the home screen on it. To summon the home screen, the user only needs to walk outward until it appears. Results showed that (i) participants significantly preferred BoundaryScreen in the outermost two-step-wide ring-shaped section of a circular safety area; and (ii) participants exhibited strong “behavioral inertia” for walking, i.e., after completing a routine activity involving constant walking, participants significantly preferred to use the walking-based BoundaryScreen technique to summon the home screen.
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边界屏幕:在VR中通过向外行走召唤主屏幕。
虚拟现实中的安全边界墙是一个虚拟屏障,它定义了一个安全区域,允许用户在没有安全顾虑的情况下导航和互动。然而,现有的实现忽略了利用安全边界墙的大表面来显示交互信息。在这项工作中,我们提出了基于“向外行走”隐喻的边界屏幕技术,以增加安全边界墙的交互性。具体来说,我们通过将主屏幕放在安全边界墙上来增强安全边界墙。要召唤主屏幕,用户只需要向外走,直到主屏幕出现。结果表明:(1)被试对安全区域最外层两步宽的环形区域的边界屏幕有显著的偏好;(ii)参与者对步行表现出强烈的“行为惯性”,即在完成一项涉及持续步行的日常活动后,参与者明显倾向于使用基于步行的边界屏幕技术来召唤主屏幕。
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