[论文解读] Augmenting Teleportation in Virtual Reality With Discrete Rotation Angles
本文评估了两种离散旋转技术——原地旋转(InPlace)与传送期间旋转(TeleTurn),以消除VR传送中的物理旋转,从而减轻模拟器病状并提升用户体验。结果表明,45°的离散InPlace与离散TeleTurn优于连续旋转,用户更偏好InPlace,因其更直观且具有更高的沉浸感评分。
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.
研究动机与目标
- 为解决在牵引式头戴显示设备及行动能力受限用户中,VR传送物理旋转的局限性。
- 评估离散旋转间隔(InPlace与TeleTurn)对空间方向感错乱、用户沉浸感与表现的影响。
- 将离散旋转技术与当前最先进的技术(连续TeleTurn)及VR移动中的物理旋转进行比较。
- 为消除物理旋转的传送系统制定设计准则,同时保持可用性与用户体验。
提出的方法
- 在包含频繁旋转的迷宫式VR环境中开展一项探索性用户研究(N=12),以测试不同移动条件。
- 实现两种离散旋转技术:InPlace(在固定间隔内围绕用户位置旋转)与TeleTurn(在传送选择期间旋转)。
- 在不同条件下调整旋转间隔:InPlace与TeleTurn的旋转间隔分别为30°、45°与22.5°,并与连续旋转及无旋转条件进行对比。
- 通过收集物品数量衡量表现,通过Igroup沉浸感问卷(IPQ)衡量沉浸感,通过模拟器病状问卷(SSQ)衡量方向感错乱。
- 使用三自由度(3DoF)头戴显示设备以隔离旋转影响,尽管推广至六自由度(6DoF)的可能性亦被考虑。
- 通过分析用户偏好、交互时间与观察到的行为,推断使用模式与可用性权衡。
实验结果
研究问题
- RQ1不同离散旋转间隔(30°、45°、22.5°)如何影响VR传送中用户的表现、沉浸感与方向感错乱?
- RQ2与物理旋转相比,离散InPlace旋转是否能减少模拟器病状并提升用户沉浸感?
- RQ3在用户偏好、交互时间与感知控制方面,离散TeleTurn与连续TeleTurn相比如何?
- RQ4当InPlace与TeleTurn均可使用时,用户偏好何种移动策略?
- RQ5离散旋转技术能否作为VR中物理旋转的可行替代方案,尤其适用于坐姿或牵引式用户?
主要发现
- 与物理旋转相比,45°离散InPlace旋转显著提升了用户沉浸感与表现,且未显著增加空间方向感错乱。
- 45° InPlace与无TeleTurn的组合在用户偏好中排名第一,并获得最佳综合评分,优于当前最先进的技术。
- 离散TeleTurn(22.5°)优于连续TeleTurn,导致显著更低的方向感错乱,尽管交互时间有所增加。
- 当InPlace可用时,参与者倾向于避免使用TeleTurn,表明InPlace被认为更具直观性与效率。
- 无旋转的TeleTurn无条件(无旋转)实现了最短的交互时间与最高的表现评分,表明最小化方向选择可提升效率。
- 尽管用户更偏好InPlace,但当使用TeleTurn时,其接受度良好,表明其在商业VR应用中可作为连续旋转的改进方案。
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