Locomotion in Virtual Environments

会議の名前
CHI 2024
Doorways Do Not Always Cause Forgetting: Studying the Effect of Locomotion Technique and Doorway Visualization in Virtual Reality
要旨

The “doorway effect” predicts that crossing an environmental boundary affects memory negatively. In virtual reality (VR), we can design the crossing and the appearance of such boundaries in non-realistic ways. However, it is unclear whether locomotion techniques like teleportation, which avoid crossing the boundary altogether, still induce the effect. Furthermore, it is unclear how different appearances of a doorway act as a boundary and thus induce the effect. To address these questions, we conducted two lab studies. First, we conceptually replicated prior doorway effect studies in VR using natural walking and teleportation. Second, we investigated the effect of five doorway visualizations, ranging from doors to portals. The results show no difference in object recognition performance due to the presence of a doorway, locomotion technique, or doorway visualization. We discuss the implications of these findings on the role of boundaries in event-based memory and the design of boundary interactions in VR.

著者
Thomas van Gemert
University of Copenhagen, Copenhagen, Denmark
Sean Chew
University of Copenhagen, Copenhagen, Denmark
Yiannis Kalaitzoglou
University of Copenhagen, Copenhagen, Denmark
Joanna Bergström
University of Copenhagen, Copenhagen, Denmark
論文URL

https://doi.org/10.1145/3613904.3642879

動画
Investigating Virtual Reality Locomotion Techniques with Blind People
要旨

Many Virtual Reality (VR) locomotion techniques have been proposed, but those explored for and with blind people are often custom-made or require specialized equipment. Consequently, it is unclear how popular techniques can support blind people's VR locomotion, blocking access to most VR experiences. We implemented three popular techniques -- Arm Swinging, Linear Movement (joystick-based steering), and Point & Teleport -- with minor adaptations for accessibility. We conducted a study with 14 blind participants consisting of navigation tasks with these techniques and a semi-structured interview. We found no differences in overall performance (e.g., completion time), but contrasting preferences. Findings highlight the challenges and advantages of each technique and participants’ strategies. We discuss, among others, how augmenting the techniques enabled blind people to navigate in VR, the greater control of movement of Arm Swinging, the simplicity and familiarity of Linear Movement, and the potential for efficiency and for scanning the environment of Point & Teleport.

著者
Renato Alexandre. Ribeiro
Universidade de Lisboa, Lisbon, Portugal
Inês Gonçalves
Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
Manuel Piçarra
Faculdade de Ciências, Universidade de Lisboa, Lisboa, Portugal
Letícia Seixas Pereira
Universidade de Lisboa, Lisboa, Portugal
Carlos Duarte
Faculdade de Ciências da Universidade de Lisboa, Lisboa, Portugal
André Rodrigues
Universidade de Lisboa, Lisboa, Portugal
João Guerreiro
Universidade de Lisboa, Lisbon, Portugal
論文URL

https://doi.org/10.1145/3613904.3642088

動画
The Effect of Spatial Audio on Curvature Gains in VR Redirected Walking
要旨

Redirected walking (RDW) is a technique that allows users to navigate larger physical spaces in virtual reality (VR) environments by manipulating the users' view of the virtual world. In this study, we investigate the effect of adding spatial audio elements to curvature gains in RDW aiming to increase the perceptual threshold for the manipulation and allowing for higher levels of unnoticed redirection. We conducted a user study (n = 18), evaluating perceptual thresholds across conditions with and without spatial audio elements across different curvature gains. We found that spatial audio can significantly increase thresholds with a large effect size. This finding indicates the value of spatial audio for RDW. It could facilitate higher levels of redirection, while maintaining a convincing experience, leading to more freedom to navigate virtual environments in even smaller physical spaces.

著者
Maarten Gerritse
Utrecht University, Utrecht, Netherlands
Michael Rietzler
Ulm University, Ulm, Germany
Christof van Nimwegen
Utrecht University, Utrecht, Netherlands
Julian Frommel
Utrecht University, Utrecht, Netherlands
論文URL

https://doi.org/10.1145/3613904.3641919

動画
Stacked Retargeting: Combining Redirected Walking and Hand Redirection to Expand Haptic Retargeting's Coverage
要旨

We present Stacked Retargeting—combining haptic retargeting and redirected walking—to maximise the use of passive proxy objects for VR haptics. Haptic retargeting work to date has considered stationary reaching and grasping interactions, and this inherently limits a proxy object’s scope. We consider exactly where this reaching and grasping occurs from, to increase the potential of each proxy. We present (a) a staged approach to implementing Stacked Retargeting, (b) five redirected walking approaches that enable users to arrive anywhere at the site of interaction, and (c) a usability magnitude estimation evaluation of these techniques. We demonstrate how Stacked Retargeting can meaningfully increase the practical use of proxy objects for VR haptics without degrading the user experience.

受賞
Honorable Mention
著者
Aldrich Clarence
Monash University, Melbourne, VIC, Australia
Jarrod Knibbe
The University of Queensland, St Lucia, QLD, Australia
Maxime Cordeil
The University of Queensland, Brisbane, Australia
Michael Wybrow
Monash University, Melbourne, VIC, Australia
論文URL

https://doi.org/10.1145/3613904.3642228

動画