Walking with Virtual People : Evaluation of Locomotion Interfaces in Dynamic Environments

Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 24(2018), 7 vom: 14. Juli, Seite 2251-2263
1. Verfasser: Olivier, Anne-Helene (VerfasserIn)
Weitere Verfasser: Bruneau, Julien, Kulpa, Richard, Pettre, Julien
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2018
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
Beschreibung
Zusammenfassung:Navigating in virtual environments requires using some locomotion interfaces, especially when the dimensions of the environment exceed the ones of the Virtual Reality system. Locomotion interfaces induce some biases both in the perception of the self-motion or in the formation of virtual locomotion trajectories. These biases have been mostly evaluated in the context of static environments, and studies need to be revisited in the new context of populated environments where users interact with virtual characters. We focus on a situation of collision avoidance between a real participant and a virtual character, and compared it to previous studies on real walkers. Our results show that, as in reality, the risk of future collision is accurately anticipated by participants, however with delay. We also show that collision avoidance trajectories formed in VR have common properties with real ones, with some quantitative differences in avoidance distances. More generally, our evaluation demonstrates that reliable results can be obtained for qualitative analysis of small scale interactions in VR. We discuss these results in the perspective of a VR platform for large scale interaction applications, such as in a crowd, for which real data are difficult to gather
Beschreibung:Date Completed 04.04.2019
Date Revised 04.04.2019
published: Print-Electronic
Citation Status PubMed-not-MEDLINE
ISSN:1941-0506
DOI:10.1109/TVCG.2017.2714665