TY - GEN
T1 - Exploring Three-Dimensional Locomotion Techniques in Virtual Reality
AU - Lim, Donghae
AU - Shirai, Shizuka
AU - Orlosky, Jason
AU - Ratsamee, Photchara
AU - Uranishi, Yuki
AU - Takemura, Haruo
N1 - Funding Information:
This work was funded in part by JSPS grant 21H03482.
Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - Most existing Virtual Reality (VR) locomotion interfaces are designed for ground-based locomotion, limiting the degrees of freedom (DoF) during movement as they would in the real world. However, an optimized three-dimensional travel technique is required for certain virtual scenes such as flying and diving. This study evaluated three different interface types: Slider, Teleport, and Point-Tug, that were created based on existing ground-based locomotion methods in order to investigate the features required for three-dimensional (3D) movement. We conducted a within-subjects study with 3D navigation tasks and evaluated the performance when navigating a virtual environment using three different 3D locomotion interfaces. The results show that Slider, which allows users to move continuously, has an advantage over the others, and interfaces such as teleportation, which are widely used in ground-based locomotion, are likely to be perceived differently in 3D locomotion.
AB - Most existing Virtual Reality (VR) locomotion interfaces are designed for ground-based locomotion, limiting the degrees of freedom (DoF) during movement as they would in the real world. However, an optimized three-dimensional travel technique is required for certain virtual scenes such as flying and diving. This study evaluated three different interface types: Slider, Teleport, and Point-Tug, that were created based on existing ground-based locomotion methods in order to investigate the features required for three-dimensional (3D) movement. We conducted a within-subjects study with 3D navigation tasks and evaluated the performance when navigating a virtual environment using three different 3D locomotion interfaces. The results show that Slider, which allows users to move continuously, has an advantage over the others, and interfaces such as teleportation, which are widely used in ground-based locomotion, are likely to be perceived differently in 3D locomotion.
KW - Human computer interaction (HCI)
KW - Human-centered computing
KW - Interaction paradigms
KW - Virtual reality
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U2 - 10.1109/ISMAR-Adjunct57072.2022.00105
DO - 10.1109/ISMAR-Adjunct57072.2022.00105
M3 - Conference contribution
AN - SCOPUS:85146049874
T3 - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
SP - 501
EP - 502
BT - Proceedings - 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st IEEE International Symposium on Mixed and Augmented Reality Adjunct, ISMAR-Adjunct 2022
Y2 - 17 October 2022 through 21 October 2022
ER -