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A Study on Immersion and VR Sickness in Walking Interaction for Immersive Virtual Reality Applications

机译:沉浸式虚拟现实应用中行走交互中的沉浸感和VR疾病研究

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This study analyzes walking interaction to enhance the immersion and minimize virtual reality (VR) sickness of users by conducting experiments. In this study, the walking interaction is composed of three steps using input devices with a simple structure that can be easily used by anyone. The first step consists of a gamepad control method, which is the most popular but has low presence. The second step consists of a hand-based walking control interface, which is mainly used for interaction in VR applications. The last step consists of a march-in-place detection simulator that interacts with the legs—the key body parts for walking. Four experiments were conducted to determine the degree of direct expression of intention by users in the course of walking interactions that can improve immersion, presence, and prevent VR sickness in VR applications. With regard to the experiments in this study, survey experiments were conducted for general users using the Wilcoxon test, a presence questionnaire, and simulator sickness questionnaire (SSQ). In addition, the technical performance of the VR scenes used in the experiment was analyzed. The experimental results showed that higher immersion was achieved when interactions that felt closer to real walking were provided in VR. Furthermore, it was found that even control methods with a simple structure could be used for walking interactions with minimal VR sickness. Finally, a satisfactory presence was found in VR if the user was able interact using his or her own legs.
机译:这项研究通过进行实验来分析步行互动,以增强沉浸感并最大程度地减少用户的虚拟现实(VR)疾病。在本研究中,步行交互由使用输入设备的三个步骤组成,该输入设备的结构简单,任何人都可以轻松使用。第一步包括一个游戏手柄控制方法,这是最流行的方法,但是其存在率较低。第二步包括一个基于手的行走控制界面,该界面主要用于VR应用程序中的交互。最后一步包括就地步进检测模拟器,该模拟器与腿部相互作用,腿部是行走的关键身体部位。进行了四个实验,以确定用户在步行互动过程中用户直接表达意图的程度,从而可以改善VR应用程序的沉浸感,存在感并预防VR疾病。关于本研究中的实验,使用Wilcoxon检验,在场问卷和模拟器疾病问卷(SSQ)对普通用户进行了调查实验。此外,还分析了实验中使用的VR场景的技术性能。实验结果表明,在VR中提供感觉更接近真实行走的交互时,可以获得更高的沉浸感。此外,发现即使是具有简单结构的控制方法也可以用于步行互动,而VR病患最少。最终,如果用户能够使用自己的双腿进行交互,则可以在VR中找到令人满意的状态。

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