Evaluating the Impact of Limited Physical Space on the Navigation Performance of Two Locomotion Methods in Immersive Virtual Environments

被引:2
作者
Paris, Richard A. [1 ]
Buck, Lauren E. [2 ]
McNamara, Timothy P. [3 ]
Bodenheimer, Bobby [3 ]
机构
[1] Verizon Wireless, New York, NY 10007 USA
[2] Trinity Coll Dublin, Dublin, Ireland
[3] Vanderbilt Univ, 221 Kirkland Hall, Nashville, TN 37235 USA
来源
2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022) | 2022年
基金
美国国家科学基金会;
关键词
Virtual Reality; Locomotion Methods; Walking in Place; Resetting; WALKING-IN-PLACE; COGNITIVE MAPS; INDIVIDUAL-DIFFERENCES; REDIRECTED WALKING; GENDER-DIFFERENCES; SPATIAL KNOWLEDGE; SEX-DIFFERENCES; ACQUISITION; EXPERIENCE; ABILITIES;
D O I
10.1109/VR51125.2022.00104
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Consumer level virtual experiences almost always occur when physical space is limited, either by the constraints of an indoor space or of a tracked area. This observation coupled with the need for movement through large virtual spaces has resulted in a proliferation of research into locomotion interfaces that decouples movement through the virtual environment from movement in the real world. While many locomotion interfaces support movement of some kind in the real world, some do not. This paper examines the effect of the amount of physical space used in the real world on one popular locomotion interface, resetting, when compared to a locomotion interface that requires minimal physical space, walking in place. The metric used to compare the two locomotion interfaces was navigation performance, specifically, the acquisition of survey knowledge. We find that, while there are trade-offs between the two methods, walking in place is preferable in small spaces.
引用
收藏
页码:821 / 831
页数:11
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