评估虚拟环境中听觉干扰重定向行走导航的有效性

Nicholas Rewkowski, Atul Rungta, M. Whitton, M. Lin
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引用次数: 12

摘要

许多允许用户在虚拟现实中移动的虚拟运动接口已经被建立和评估,例如重定向行走(RDW)、原地行走(WIP)和操纵杆输入。RDW已经被证明是最自然和身临其境的,因为它支持真正的行走,许多新的方法进一步适应RDW,以允许定制和更大的沉浸感。这些方法中的大多数已经被证明可以与视觉一起工作,在本文中,我们评估了基于干扰物的RDW框架仅用于听觉显示的能力。我们进行了两项研究,通过分心比、虚拟和物理路径信息、沉浸感、模拟器眩晕和其他测量来评估有听觉分心和其他分心方式的RDW的差异。我们的研究结果表明,听觉RDW有潜力用于复杂的导航任务,如过马路和避开障碍物。无需专门为音频用户设计系统就可以使用它。此外,存在感和模拟器病在所有用户群体中仍然是合理的。
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Evaluating the Effectiveness of Redirected Walking with Auditory Distractors for Navigation in Virtual Environments
Many virtual locomotion interfaces allowing users to move in virtual reality have been built and evaluated, such as redirected walking (RDW), walking-in-place (WIP), and joystick input. RDW has been shown to be among the most natural and immersive as it supports real walking, and many newer methods further adapt RDW to allow for customization and greater immersion. Most of these methods have been demonstrated to work with vision, in this paper we evaluate the ability for a general distractor-based RDW framework to be used with only auditory display. We conducted two studies evaluating the differences between RDW with auditory distractors and other distractor modalities using distraction ratio, virtual and physical path information, immersion, simulator sickness, and other measurements. Our results indicate that auditory RDW has the potential to be used with complex navigational tasks, such as crossing streets and avoiding obstacles. It can be used without designing the system specifically for audio-only users. Additionally, sense of presence and simulator sickness remain reasonable across all user groups.
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