Understanding User Experiences Across VR Walking-in-place Locomotion Methods

要旨

Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.

著者
Chek Tien. Tan
Singapore Institute of Technology, Singapore, Singapore
Leon Foo
Singapore Institute of Technology, Singapore, Singapore
Adriel Yeo
Singapore Institute of Technology, Singapore, Singapore
Jeannie Su Ann. Lee
Singapore Institute of Technology, Singapore, Singapore
Edmund Wan
Singapore Institute of Technology, Singapore, Singapore
Xiao-Feng Kenan Kok
Singapore Institute of Technology, Singapore, Singapore
Megani Rajendran
Singapore Institute of Technology, Singapore, Singapore , Singapore
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3501975

動画

会議: CHI 2022

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2022.acm.org/)

セッション: Games: Advancing the State of the Art

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5 件の発表
2022-05-04 18:00:00
2022-05-04 19:15:00