2017 · 75 citations · 27 references
ArchitectureRobotics EngineeringAssistive TechnologyMotor ControlVirtual Reality DesignVirtual RealityVirtual World NavigationNavigationNavigation In Immersive EnvironmentsPresenceUser Study Evaluation
Navigating mobile virtual reality (VR) is a challenge due to limited input options and/or a requirement for handsfree interaction. Walking-in-place (WIP) is considered to offer a higher presence than controller input but only allows unidirectional navigation in the direction of the user's gaze--which impedes navigation efficiency. Leaning input enables omnidirectional navigation but currently relies on bulky controllers, which aren't feasible in mobile VR contexts. This note evaluates the use of head-tilt - implemented using inertial sensing - to allow for handsfree omnidirectional VR navigation on mobile VR platforms. A user study with 24 subjects compared three input methods using an obstacle avoidance navigation task: (1) head-tilt alone (TILT) (2) a hybrid method (WIP-TILT) that uses head tilting for direction and WIP to control speed; and (3) traditional controller input. TILT was significantly faster than WIP-TILT and joystick input, while WIP-TILT and TILT offered the highest presence. There was no difference in cybersickness between input methods.
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Walking > walking-in-place > flying, in virtual environments
Martin Usoh, Kevin Arthur, Mary C. Whitton et al. · 1999 · 899 citations · Full text
Mel Slater, Martin Usoh, Anthony Steed · ACM Transactions on Computer-Human Interaction · 1995 · 705 citations
Computing, Psychology, Motor Control +16
The omni-directional treadmill
Rudolph P. Darken, William Cockayne, David Carmein · 1997 · 369 citations