Simulated bobbing in walking and running in virtual reality

被引:0
|
作者
Zhang, You-Sheng [1 ]
Ou, Li-Chen [1 ]
机构
[1] Natl Taiwan Univ Sci & Technol, Grad Inst Color & Illuminat Technol, Taipei, Taiwan
关键词
Virtual reality; Bobbing; Presence; Cybersickness; Locomotion; MOTION SICKNESS; HEAD; SPEED; BODY;
D O I
10.1016/j.displa.2024.102943
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
In this study, a psychophysical experiment was carried out to develop and evaluate a bobbing mechanism that can replicate natural human walking and running movement in virtual reality (VR), aiming to enhance realism and user comfort. Subjects were required to adjust oscillation amplitudes to determine the most comfortable level of bobbing during walking and running in VR while in real world the subjects remained still. The experimental results indicate clear preference for vertical oscillation with subjects' minimal variation across different velocities, emphasising the necessity of simulated bobbing to enhance realism and comfort without inducing discomfort. The average vertical oscillation amplitude was +/- 0.695 cm for walking and +/- 1.351 cm for running. Lateral rotation showed more variability, with an average roll amplitude of +/- 0.186 degrees for walking and +/- 0.334 degrees for running. These findings suggest that vertical oscillation is critical for providing more immersive and comfortable VR experiences, and that the bobbing simulation might be a useful tool for addressing VR cybersickness.
引用
收藏
页数:9
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