4,715 research outputs found

    Comparing four interaction techniques on a simple structured navigation task using a Head-Mounted Display

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    Virtual Reality (VR) is a scientific and technical domain that can provide mediums to dive users into an interactive 3D computer-generated world. Several processes of immersion bring to user the feeling of having quit the real world and of being present in the virtual environment, physically as well as psychologically (1,2). VR must provide a coherent experience in terms of sensory, cognitive and functional information (2). Fidelity, as the objective degree of exactness with which a system reproduces real-world, is hence a key point to design immersive VR-based systems. Since the 2010’s, low-cost cave automatic virtual environment (3) and many Head-Mounted Display (HMD) are available for immersive VR. However, navigate through 3D environments displayed in HMD is still challenging because it can cause sickness and disorientation. Since techniques based on haptic devices like keyboard and joystick have been extensively explored in the past, the present study aimed to investigate the impact of the navigation technique on performance on a simple traveling-centered task and the user experience with the HMD HTC Vive. Since techniques based on haptic devices like keyboard and joystick have been extensively explored in the past, the present study aimed to investigate the impact of the navigation technique on performance on a simple traveling-centered task and the user experience with the HMD HTC Vive. We compared four continuous navigation techniques: Arms Swinging, Walking-In-Place, Pointing and Touchpad. Results on the learning effect indicated that the repetition was especially beneficial for Directional Touchpad. On the user experience, the results revealed a general discomfort of attendees with the presented systems, but they found themselves competent at the end of the experiment in the accomplishment of the proposed task. Joysticks or directional was associated to a failure in using the gaze to orientate the camera view in virtual reality

    Locomotion in virtual reality in full space environments

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    Virtual Reality is a technology that allows the user to explore and interact with a virtual environment in real time as if they were there. It is used in various fields such as entertainment, education, and medicine due to its immersion and ability to represent reality. Still, there are problems such as virtual simulation sickness and lack of realism that make this technology less appealing. Locomotion in virtual environments is one of the main factors responsible for an immersive and enjoyable virtual reality experience. Several methods of locomotion have been proposed, however, these have flaws that end up negatively influencing the experience. This study compares natural locomotion in complete spaces with joystick locomotion and natural locomotion in impossible spaces through three tests in order to identify the best locomotion method in terms of immersion, realism, usability, spatial knowledge acquisition and level of virtual simulation sickness. The results show that natural locomotion is the method that most positively influences the experience when compared to the other locomotion methods.A Realidade Virual é uma tecnologia que permite ao utilizador explorar e interagir com um ambiente virtual em tempo real como se lá estivesse presente. E utilizada em diversas áreas como o entretenimento, educação e medicina devido à sua imersão e capacidade de representar a realidade. Ainda assim, existem problemas como o enjoo por simulação virtual e a falta de realismo que tornam esta tecnologia menos apelativa. A locomoção em ambientes virtuais é um dos principais fatores responsáveis por uma experiência em realidade virtual imersiva e agradável. Vários métodos de locomoção foram propostos, no entanto, estes têm falhas que acabam por influenciar negativamente a experiência. Este estudo compara a locomoção natural em espaços completos com a locomoção por joystick e a locomoção natural em espaços impossíveis através de três testes de forma a identificar qual o melhor método de locomoção a nível de imersão, realismo, usabilidade, aquisição de conhecimento espacial e nível de enjoo por simulação virtual. Os resultados mostram que a locomoção natural é o método que mais influencia positivamente a experiência quando comparado com os outros métodos de locomoção

    An Introduction to 3D User Interface Design

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    3D user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of three-dimensional (3D) interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3D tasks and the use of traditional two-dimensional interaction styles in 3D environments. We divide most user interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques, but also practical guidelines for 3D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3D interaction design, and some example applications with complex 3D interaction requirements. We also present an annotated online bibliography as a reference companion to this article

    An evaluation testbed for locomotion in virtual reality

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    A common operation performed in Virtual Reality (VR) environments is locomotion. Although real walking can represent a natural and intuitive way to manage displacements in such environments, its use is generally limited by the size of the area tracked by the VR system (typically, the size of a room) or requires expensive technologies to cover particularly extended settings. A number of approaches have been proposed to enable effective explorations in VR, each characterized by different hardware requirements and costs, and capable to provide different levels of usability and performance. However, the lack of a well-defined methodology for assessing and comparing available approaches makes it difficult to identify, among the various alternatives, the best solutions for selected application domains. To deal with this issue, this paper introduces a novel evaluation testbed which, by building on the outcomes of many separate works reported in the literature, aims to support a comprehensive analysis of the considered design space. An experimental protocol for collecting objective and subjective measures is proposed, together with a scoring system able to rank locomotion approaches based on a weighted set of requirements. Testbed usage is illustrated in a use case requesting to select the technique to adopt in a given application scenario

    Comparing Hand Gestures and a Gamepad Interface for Locomotion in Virtual Environments

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    Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of performance and user preference in virtual locomotion tasks. In the present paper, we presented three different hand gesture interfaces and their algorithms for locomotion, which are called the Finger Distance gesture, the Finger Number gesture and the Finger Tapping gesture. These gestures were inspired by previous studies of gesture-based locomotion interfaces and are typical gestures that people are familiar with in their daily lives. Implementing these hand gesture interfaces in the present study enabled us to systematically compare the differences between these gestures. In addition, to compare the usability of these gestures to locomotion interfaces using gamepads, we also designed and implemented a gamepad interface based on the Xbox One controller. We conducted empirical studies to compare these four interfaces through two virtual locomotion tasks. A desktop setup was used instead of sharing a head-mounted display among participants due to the concern of the Covid-19 situation. Through these tasks, we assessed the performance and user preference of these interfaces on speed control and waypoints navigation. Results showed that user preference and performance of the Finger Distance gesture were close to that of the gamepad interface. The Finger Number gesture also had close performance and user preference to that of the Finger Distance gesture. Our study demonstrates that the Finger Distance gesture and the Finger Number gesture are very promising interfaces for virtual locomotion. We also discuss that the Finger Tapping gesture needs further improvements before it can be used for virtual walking

    LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality

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    Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions

    Natural locomotion based on a reduced set of inertial sensors: decoupling body and head directions indoors

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    Inertial sensors offer the potential for integration into wireless virtual reality systems that allow the users to walk freely through virtual environments. However, owing to drift errors, inertial sensors cannot accurately estimate head and body orientations in the long run, and when walking indoors, this error cannot be corrected by magnetometers, due to the magnetic field distortion created by ferromagnetic materials present in buildings. This paper proposes a technique, called EHBD (Equalization of Head and Body Directions), to address this problem using two head- and shoulder-located magnetometers. Due to their proximity, their distortions are assumed to be similar and the magnetometer measurements are used to detect when the user is looking straight forward. Then, the system corrects the discrepancies between the estimated directions of the head and the shoulder, which are provided by gyroscopes and consequently are affected by drift errors. An experiment is conducted to evaluate the performance of this technique in two tasks (navigation and navigation plus exploration) and using two different locomotion techniques: (1) gaze-directed mode (GD) in which the walking direction is forced to be the same as the head direction, and (2) decoupled direction mode (DD) in which the walking direction can be different from the viewing direction. The obtained results show that both locomotion modes show similar matching of the target path during the navigation task, while DD’s path matches the target path more closely than GD in the navigation plus exploration task. These results validate the EHBD technique especially when allowing different walking and viewing directions in the navigation plus exploration tasks, as expected. While the proposed method does not reach the accuracy of optical tracking (ideal case), it is an acceptable and satisfactory solution for users and is much more compact, portable and economical
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