Evaluating the Impact of Limited Physical Space on the Navigation Performance of Two Locomotion Methods in Immersive Virtual Environments
Richard A. Paris, Lauren E. Buck, Timothy P. McNamara, Bobby Bodenheimer
摘要
Consumer level virtual experiences almost always occur when physical space is limited, either by the constraints of an indoor space or of a tracked area. This observation coupled with the need for movement through large virtual spaces has resulted in a proliferation of research into locomotion interfaces that decouples movement through the virtual environment from movement in the real world. While many locomotion interfaces support movement of some kind in the real world, some do not. This paper examines the effect of the amount of physical space used in the real world on one popular locomotion interface, resetting, when compared to a locomotion interface that requires minimal physical space, walking in place. The metric used to compare the two locomotion interfaces was navigation performance, specifically, the acquisition of survey knowledge. We find that, while there are trade-offs between the two methods, walking in place is preferable in small spaces.
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