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A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness, and Usability
In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly response to this technical developments, some designs and developments of inmersive environments have caused different symptoms such as dizziness or disorientation. This...
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Published in: | IEEE transactions on emerging topics in computing 2021-07, Vol.9 (3), p.1542-1553 |
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Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Request full text |
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Summary: | In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly response to this technical developments, some designs and developments of inmersive environments have caused different symptoms such as dizziness or disorientation. This work aims to analyze different methods of interaction and locomotion used in inmersive environments (Point of Interest, Gamepad, Teleport, and Room-Scale) in three different aspects: presence, cybersickness, and usability. We have designed and developed an experimental environment to carry out an empirical analysis with 48 subjects comparing the results obtained in different perceptual experiments. As a result, we provide a guideline for the use of these methods of interaction and locomotion in virtual reality. |
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ISSN: | 2168-6750 2168-6750 |
DOI: | 10.1109/TETC.2019.2915287 |