Locomotion is one of the most essential interaction tasks in virtual reality (VR) with teleportation being widely accepted as the state-of-the-art locomotion technique at the time of this writing. A major draw-back of teleportation is the accompanying physical rotation that is necessary to adjust the users' orientation either before or after teleportation. This is a limiting factor for tethered head-mounted displays (HMDs) and static body postures and can induce additional simulator sickness for HMDs with three degrees-of-freedom (DOF) due to missing parallax cues. To avoid physical rotation, previous work proposed discrete rotation at fixed intervals (InPlace) as a controller-based technique with low simulator sickness, yet the impact of varying intervals on spatial disorientation, user presence and performance remains to be explored. An unevaluated technique found in commercial VR games is reorientation during the teleportation process (TeleTurn), which prevents physical rotation but potentially increases interaction time due to its continuous orientation selection. In an exploratory user study, where participants were free to apply both techniques, we evaluated the impact of rotation parameters of either technique on user performance and preference. Our results indicate that discrete InPlace rotation introduced no significant spatial disorientation, while user presence scores were increased. Discrete TeleTurn and teleportation without rotation was ranked higher and achieved a higher presence score than continuous TeleTurn, which is the current state-of-the-art found in VR games. Based on observations, that participants avoided TeleTurn rotation when discrete InPlace rotation was available, we distilled guidelines for designing teleportation without physical rotation.
翻译:Locomotion是虚拟现实中最重要的互动任务之一,在本文撰写时,远程传送被广泛接受为最先进的旋转技术。远程传送的一大缺点是同时进行物理旋转,这是在远程传送之前或之后调整用户方向所必需的物理旋转。这是固定头部挂载显示(HMDs)和静体姿势的一个限制因素,并且可能会因缺少高级准调提示而导致具有3度自由度的 HMD(DOF)额外模拟器疾病。为了避免物理旋转,先前的工作提议以固定间隔进行离散旋转(InPlace),作为基于控制的技术,在移动之前或之后调整用户方向。在远程传送过程中(TearTurn)发现一种未经评价的技术正在调整,它阻碍物理旋转,但是由于连续定向选择而有可能增加现有互动时间。在探索用户的探索用户的远程旋转观察中,参与者在不自由应用离心的离心旋转时间间隔(InPlace ) 并且没有应用用户方向定位的分级定位参数时,我们没有在用户方向定位中发现一种明显的分级定位。