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arXiv 2205.04845cs.HC
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重新审视原地行走:引入步高控制、弹性输入与伪触觉反馈

Revisiting Walking-in-Place by Introducing Step-Height Control, Elastic Input, and Pseudo-Haptic Feedback

Yutaro Hirao, Takuji Narumi, Ferran Argelaguet, Anatole Lécuyer

AI总结:

本文通过引入步高控制、弹性输入和伪触觉反馈,重新设计了原地行走交互方案,实验证明其能提升虚拟速度控制效率和斜坡感知真实感。

摘要:

原地行走(WIP)是一种在有限物理空间内通过行走类手势使用户在广阔虚拟环境中“无限行走”的移动技术。本文研究了WIP的替代交互方案,依次解决了WIP的控制、输入和输出问题。首先,我们引入了一种新颖的基于高度的控制以提高前进速度。其次,我们引入了一种基于弹性被动条带的新型WIP输入系统。第三,我们引入了伪触觉反馈作为WIP的新型输出,旨在改变行走感觉。一系列用户研究的结果表明,基于高度和频率的WIP控制能够比仅基于频率的WIP更有效、更轻松地实现更高的虚拟速度。其次,使用向上弹性输入系统可以实现稳定的虚拟速度控制,尽管过强的弹性力可能影响可用性和用户体验。最后,使用伪触觉方法可以提高虚拟斜坡的感知真实感。综合来看,我们的结果表明,对于未来的VR应用,进一步研究原地行走的替代交互方案具有价值。

英文摘要:

Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed. Second, we introduce a novel input system for WIP based on elastic and passive strips. Third, we introduce the use of pseudo-haptic feedback as a novel output for WIP meant to alter walking sensations. The results of a series of user studies show that height and frequency based control of WIP can facilitate higher virtual speed with greater efficacy and ease than in frequency-based WIP. Second, using an upward elastic input system can result in a stable virtual speed control, although excessively strong elastic forces may impact the usability and user experience. Finally, using a pseudo-haptic approach can improve the perceived realism of virtual slopes. Taken together, our results suggest that, for future VR applications, there is value in further research into the use of alternative interaction schemes for walking-in-place.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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