Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed. Second, we introduce a novel input system for WIP based on elastic and passive strips. Third, we introduce the use of pseudo-haptic feedback as a novel output for WIP meant to alter walking sensations. The results of a series of user studies show that height and frequency based control of WIP can facilitate higher virtual speed with greater efficacy and ease than in frequency-based WIP. Second, using an upward elastic input system can result in a stable virtual speed control, although excessively strong elastic forces may impact the usability and user experience. Finally, using a pseudo-haptic approach can improve the perceived realism of virtual slopes. Taken together, our results suggest that, for future VR applications, there is value in further research into the use of alternative interaction schemes for walking-in-place.
翻译:原地行走(WIP)是一种在有限物理空间内通过类行走手势实现用户在广阔虚拟环境中“无限行走”的移动技术。本文针对WIP的控制、输入和输出环节,依次探讨其交互方案的替代性设计。首先,我们提出一种基于步高的新颖控制方法以提升高级速度;其次,引入基于弹性被动条带的WIP输入系统;最后,将伪触觉反馈作为WIP的新型输出手段,用于改变行走感知。一系列用户研究表明:相比仅基于步频的WIP控制,基于步高与步频的联合控制能够以更高效率和更易用性实现更高的虚拟速度;采用向上弹性输入系统可带来稳定的虚拟速度控制,但过强的弹力可能影响可用性与用户体验;此外,伪触觉方法可提升虚拟斜坡的感知真实感。综合而言,我们的结果表明:未来VR应用中,进一步探索原地行走的替代交互方案具有重要价值。