ABSTRACT
Due to its multimodal nature virtual reality technology imposes new challenges, for example, when it comes to navigating through a virtual environment. Joystick-based controls and teleportation techniques support only limited self-motion experiences, however, other techniques such as redirected walking provide promising solutions to enable near-natural walking, while overcoming limits of the physical space. In this article, we report an experiment that analyzed the effects of the three different locomotion techniques, i. e., (i) joystick-based, (ii) teleportation, and (iii) redirected walking, on the user's cognitive map building of an indoor virtual environment, as well as effectiveness, motion sickness, presence, and user preferences. Our results suggest that redirected walking performs best regarding the user's ability to unconsciously acquire spatial knowledge about the virtual environment. Redirected walking and teleportation were subjectively preferred over joystick by the participants. Furthermore, we found a significant effect of an increased motion sickness for joystick-based navigation. Hence, redirected walking as well as teleportation are locomotion techniques with different benefits and drawbacks, and should be preferred.
- Niels H. Bakker, Peter O. Passenier, and Peter J. Werkhoven. 2003. Effects of Head-Slaved Navigation and the Use of Teleports on Spatial Orientation in Virtual Environments. Human factors 45, 1 (2003), 160--169.Google Scholar
- A. Berthoz. 2000. The Brain's Sense of Movement. Harvard University Press, Cambridge, Massachusetts.Google Scholar
- Mark Billinghurst and Suzanne Weghorst. 1995. The Use of Sketch Maps to Measure Cognitive Maps of Virtual Environments. In IEEE Virtual Reality Annual International Symposium. Google ScholarDigital Library
- Benjamin Bolte, Frank Steinicke, and Gerd Bruder. 2011. The Jumper Metaphor: an Effective Navigation Technique for Immersive Display Setups. In Proceedings of Virtual Reality International Conference (VRIC).Google Scholar
- D.A. Bowman, D. Koller, and L.F. Hodges. 1997. Travel in Immersive Virtual Environments: An Evaluation of Viewpoint Motion Control Techniques. In Proceedings of IEEE Virtual Reality Annual International Symposium (VRAIS), Vol. 7. IEEE, 45--52. Google ScholarDigital Library
- D.A. Bowman, E. Kruijff, J.J. LaViola, Jr., and I. Poupyrev. 2004. 3D User Interfaces: Theory and Practice. Addison-Wesley Professional. Google ScholarDigital Library
- Doug A. Bowman, Elizabeth T. Davis, Larry F. Hodges, and Albert N. Badre. 1999. Maintaining Spatial Orientation During Travel in an Immersive Virtual Environment. Presence: Teleoperators and Virtual Environments 8, 6 (1999), 618--631. Google ScholarDigital Library
- Evren Bozgeyikli, Andrew Raij, Srinivas Katkoori, and Rajiv Dubey. 2016. Point & Teleport Locomotion Technique for Virtual Reality. In Proceedings of ACM Symposium on Computer-Human Interaction in Play (CHI Play). 205--216. Google ScholarDigital Library
- Gerd Bruder, Paul Lubos, and Frank Steinicke. 2015. Cognitive Resource Demands of Redirected Walking. IEEE Transactions on Visualization and Computer Graphics (TVCG) 21, 4 (2015), 539--544.Google ScholarDigital Library
- Yam San Chee and Chit Meng Hooi. 2002. C-VISions: Socialized Learning Through Collaborative, Virtual, Interactive Simulations. In Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community (CSCL '02). International Society of the Learning Sciences, 687--696. http://dl.acm.org/citation.cfm?id=1658616.1658789 Google ScholarDigital Library
- Daniel Cliburn, Stacy Rilea, David Parsons, Prakash Surya, and Jessica Semler. 2009. The Effects of Teleportation on Recollection of the Structure of a Virtual World. In Proceedings of Joint Virtual Reality Eurographics Conference on Virtual Environments (JVRC). 117--120. Google ScholarDigital Library
- Ajoy S. Fernandes and Steven K. Feiner. 2016. Combating VR Sickness Through Subtle Dynamic Field-of-View Modification. In IEEE Symposium on 3D User Interfaces (3DUI).Google Scholar
- Sebastian Freitag, Dominik Rausch, and Torsten Kuhlen. 2014. Reorientation in virtual environments using interactive portals. In IEEE Symposium on 3D User Interfaces (3DUI). 119--122.Google ScholarCross Ref
- Robert S. Kennedy, Norman E. Lane, Kevin S. Berbaum, and Michael G. Lilienthal. 1993. Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology 3, 3 (1993), 203--220.Google ScholarCross Ref
- Eike Langbehn, Benjamin Bolte, Tino Raupp, Gerd Bruder, Markus Lappe, and Frank Steinicke. 2016. Visual Blur in Immersive Virtual Environments: Does Depth of Field or Motion Blur Affect Distance and Speed Estimation?. In Proceedings of ACM Symposium on Virtual Reality Software and Technology (VRST). 241--250. http://basilic.informatik.uni-hamburg.de/Publications/2016/LBRBLS16 Google ScholarDigital Library
- Eike Langbehn, Paul Lubos, Gerd Bruder, and Frank Steinicke. 2017. Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR. IEEE Transactions on Visualization and Computer Graphics (TVCG) (2017), 1389--1398. Google ScholarDigital Library
- J.J. LaViola, E. Kruijff, R.P. McMahan, D. Bowman, and I.P. Poupyrev. 2017. 3D User Interfaces: Theory and Practice Second Edition. Pearson Education.Google Scholar
- Joseph J. LaViola Jr. 2000. A Discussion of Cybersickness in Virtual Environments. ACM SIGCHI Bulletin 32, 1 (2000), 47--56. Google ScholarDigital Library
- T.C. Peck, H. Fuchs, and M.C. Whitton. 2011. An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces. In Proceedings of IEEE Virtual Reality (VR). IEEE, 56--62. Google ScholarDigital Library
- S. Razzaque, Z. Kohn, and M. Whitton. 2001. Redirected Walking. In Proceedings of Eurographics. ACM, 289--294.Google Scholar
- R.A. Ruddle and S. Lessels. 2009. The Benefits of Using a Walking Interface to Navigate Virtual Environments. ACM Transactions on Computer-Human Interaction (TOCHI) 16, 1 (2009), 5:1--5:18. Google ScholarDigital Library
- R. A. Ruddle, E. P. Volkova, and H. H. Bülthoff. 2010. Walking improves your cognitive map in environments that are large-scale and large in extent. ACM Transactions on Computer-Human Interaction 18, 2 (2010), 10:1--10:22. Google ScholarDigital Library
- Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Fenz, and Markus Lappe. 2010. Estimation of Detection Thresholds for Redirected Walking Techniques. IEEE Transactions on Visualization and Computer Graphics (TVCG) 16, 1 (2010), 17--27. Google ScholarDigital Library
- F. Steinicke, Y. Visell, J. Campos, and A. Lecuyer. 2013. Human Walking in Virtual Environments: Perception, Technology, and Applications. Springer Verlag. Google ScholarDigital Library
- Evan A. Suma, Gerd Bruder, Frank Steinicke, David M. Krum, and Marc Bolas. 2012. A Taxonomy for Deploying Redirection Techniques in Immersive Virtual Environments. In Proceedings of IEEE Virtual Reality (VR). 43--46. Google ScholarDigital Library
- Martin Usoh, Kevin Arthur, Mary C. Whitton, Rui Bastos, Aanthony Steed, Mel Slater, and Frederick P. Brooks, Jr. 1999. Walking > Walking-in-Place > Flying, in Virtual Environments. In Proceedings of ACM SIGGRAPH. 359--364. Google ScholarDigital Library
- Martin Usoh, Ernest Catena, Sima Arman, and Mel Slater. 1999. Using Presence Questionaires in Reality. Presence: Teleoperators & Virtual Environments 9, 5 (1999), 497--503. Google ScholarDigital Library
- Robert C Zeleznik, Joseph J LaViola, D Acevedo Feliz, and Daniel F Keefe. 2002. Pop through button devices for VE navigation and interaction. In Virtual Reality, 2002. Proceedings. IEEE. IEEE, 127--134. Google ScholarDigital Library
Index Terms
- Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking
Recommendations
Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsRoom-scale Virtual Reality (VR) systems have arrived in users' homes where tracked environments are set up in limited physical spaces. As most Virtual Environments (VEs) are larger than the tracked physical space, locomotion techniques are used to ...
Taking steps: the influence of a walking technique on presence in virtual reality
Special issue on virtual reality software and technologyThis article presents an interactive technique for moving through an immersive virtual environment (or “virtual reality”). The technique is suitable for applications where locomotion is restricted to ground level. The technique is derived from the idea ...
Analysis of VR Sickness and Gait Parameters During Non-Isometric Virtual Walking with Large Translational Gain
VRCAI '19: Proceedings of the 17th International Conference on Virtual-Reality Continuum and its Applications in IndustryThe combination of room-scale virtual reality and non-isometric virtual walking techniques is promising-the former provides a comfortable and natural VR experience, while the latter relaxes the constraint of the physical space surrounding the user. In ...
Comments