ABSTRACT
Room-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 navigate in VEs. Currently, in recent VR games, point & teleport is the most popular locomotion technique. However, it only allows users to select the position of the teleportation and not the orientation that the user is facing after the teleport. This results in users having to manually correct their orientation after teleporting and possibly getting entangled by the cable of the headset. In this paper, we introduce and evaluate three different point & teleport techniques that enable users to specify the target orientation while teleporting. The results show that, although the three teleportation techniques with orientation indication increase the average teleportation time, they lead to a decreased need for correcting the orientation after teleportation.
Supplemental Material
- Jonas Auda, Max Pascher, and Stefan Schneegass. 2019. Around the (Virtual) World: Infinite Walking in Virtual Reality Using Electrical Muscle Stimulation. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. ACM. Google ScholarDigital Library
- Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, and Andrew D Wilson. 2016. Haptic retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality experiences. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 1968--1979. Google ScholarDigital Library
- 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
- Laurenz Berger and Katrin Wolf. 2018. WIM: Fast Locomotion in Virtual Reality with Spatial Orientation Gain & without Motion Sickness. In Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia. ACM, 19--24. Google ScholarDigital Library
- Jiwan Bhandari, Paul MacNeilage, and Eelke Folmer. 2018. Teleportation without Spatial Disorientation Using Optical Flow Cues. In Proceedings of Graphics Interface 2018 (GI 2018). Canadian HumanComputer Communications Society / Société canadienne du dialogue humain-machine, 162 -- 167.Google Scholar
- Frank Biocca, Arthur Tang, Charles Owen, and Fan Xiao. 2006. Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms. In Proceedings of the SIGCHI conference on Human Factors in computing systems. ACM, 1115--1122. Google ScholarDigital Library
- Costas Boletsis. 2017. The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology. Multimodal Technologies and Interaction 1, 4 (2017), 24.Google ScholarCross Ref
- 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.Google Scholar
- Laroussi Bouguila, Florian Evequoz, Michele Courant, and Beat Hirsbrunner. 2004. Walking-pad: a step-in-place locomotion interface for virtual environments. In Proceedings of the 6th international conference on Multimodal interfaces. ACM, 77--81. Google ScholarDigital Library
- Doug A Bowman, David Koller, and Larry F Hodges. 1997. Travel in immersive virtual environments: An evaluation of viewpoint motion control techniques. In Virtual Reality Annual International Symposium, 1997., IEEE 1997. IEEE, 45--52. Google ScholarDigital Library
- Evren Bozgeyikli, Andrew Raij, Srinivas Katkoori, and Rajiv Dubey. 2016. Point & teleport locomotion technique for virtual reality. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. ACM, 205--216. Point & Teleport with Orientation Indication CHI 2019, May 4--9, 2019, Glasgow, Scotland Uk Google ScholarDigital Library
- Carmine Elvezio, Mengu Sukan, Steven Feiner, and Barbara Tversky. 2017. Travel in large-scale head-worn vr: Pre-oriented teleportation with wims and previews. In 2017 IEEE Virtual Reality (VR). IEEE, 475-- 476.Google Scholar
- Sebastian Freitag, Dominik Rausch, and Torsten Kuhlen. 2014. Reorientation in virtual environments using interactive portals. In 3D User Interfaces (3DUI), 2014 IEEE Symposium on. IEEE, 119--122.Google Scholar
- Julian Frommel, Sven Sonntag, and Michael Weber. 2017. Effects of controller-based locomotion on player experience in a virtual reality exploration game. In Proceedings of the 12th International Conference on the Foundations of Digital Games. ACM, 30. Google ScholarDigital Library
- Sandra G Hart and Lowell E Staveland. 1988. Development of NASATLX (Task Load Index): Results of empirical and theoretical research. In Advances in psychology. Vol. 52. Elsevier, 139--183.Google Scholar
- Anuruddha Hettiarachchi and Daniel Wigdor. 2016. Annexing reality: Enabling opportunistic use of everyday objects as tangible proxies in augmented reality. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. ACM, 1957--1967. Google ScholarDigital Library
- John M Hollerbach. 2002. Locomotion interfaces. Handbook of virtual environments: Design, implementation, and applications (2002), 239-- 254.Google Scholar
- Hiroo Iwata. 1999. Walking about virtual environments on an infinite floor. In Virtual Reality, 1999. Proceedings., IEEE. IEEE, 286--293. Google ScholarDigital Library
- Hiroo Iwata, Hiroaki Yano, Hiroyuki Fukushima, and Haruo Noma. 2005. Circulafloor {locomotion interface}. IEEE Computer Graphics and Applications 25, 1 (2005), 64--67. Google ScholarDigital Library
- Hiroo Iwata, Hiroaki Yano, and Hiroshi Tomioka. 2006. Powered shoes. In ACM SIGGRAPH 2006 Emerging technologies. ACM, 28. Google ScholarDigital Library
- Beverly K Jaeger and Ronald R Mourant. 2001. Comparison of simulator sickness using static and dynamic walking simulators. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 45. SAGE Publications Sage CA: Los Angeles, CA, 1896--1900.Google ScholarCross Ref
- Ji-Sun Kim, Denis Gracanin, Kresimir Matkovic, and Francis Quek. 2008. Finger walking in place (FWIP): A traveling technique in virtual environments. In International Symposium on Smart Graphics. Springer, 58--69. Google ScholarDigital Library
- Alexandra Kitson, Abraham M Hashemian, Ekaterina R Stepanova, Ernst Kruijff, and Bernhard E Riecke. 2017. Comparing leaning-based motion cueing interfaces for virtual reality locomotion. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on. IEEE, 73--82.Google Scholar
- 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 23, 4 (2017), 1389--1398. Google ScholarDigital Library
- Joseph J LaViola Jr. 2000. A discussion of cybersickness in virtual environments. ACM SIGCHI Bulletin 32, 1 (2000), 47--56. Google ScholarDigital Library
- James Liu, Hirav Parekh, Majed Al-Zayer, and Eelke Folmer. 2018. Increasing Walking in VR using Redirected Teleportation. In Proceedings of the 31th Annual ACM Symposium on User Interface Software and Technology (UIST '18). Google ScholarDigital Library
- Gerard Llorach, Alun Evans, and Josep Blat. 2014. Simulator sickness and presence using HMDs: comparing use of a game controller and a position estimation system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology. ACM, 137--140. Google ScholarDigital Library
- Thomas Nescher, Ying-Yin Huang, and Andreas Kunz. 2014. Planning redirection techniques for optimal free walking experience using model predictive control. In 3D User Interfaces (3DUI), 2014 IEEE Symposium on. IEEE, 111--118.Google Scholar
- Niels Christian Nilsson, Tabitha Peck, Gerd Bruder, Eri Hodgson, Stefania Serafin, Mary Whitton, Frank Steinicke, and Evan Suma Rosenberg. 2018. 15 Years of Research on Redirected Walking in Immersive Virtual Environments. IEEE computer graphics and applications 38, 2 (2018), 44--56. Google ScholarDigital Library
- Niels C Nilsson, Stefania Serafin, Morten H Laursen, Kasper S Pedersen, Erik Sikstrom, and Rolf Nordahl. 2013. Tapping-in-place: Increasing the naturalness of immersive walking-in-place locomotion through novel gestural input. In 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 31--38.Google ScholarCross Ref
- Sharif Razzaque, Zachariah Kohn, and Mary C Whitton. 2001. Redirected walking. In Proceedings of EUROGRAPHICS, Vol. 9. 105--106.Google Scholar
- Bhuvaneswari Sarupuri, Miriam Luque Chipana, and Robert W Lindeman. 2017. Trigger walking: A low-fatigue travel technique for immersive virtual reality. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on. IEEE, 227--228.Google Scholar
- Mel Slater, Martin Usoh, and Anthony Steed. 1995. Taking steps: the influence of a walking technique on presence in virtual reality. ACM Transactions on Computer-Human Interaction (TOCHI) 2, 3 (1995), 201--219. Google ScholarDigital Library
- Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Frenz, and Markus Lappe. 2010. Estimation of detection thresholds for redirected walking techniques. IEEE transactions on visualization and computer graphics 16, 1 (2010), 17--27. Google ScholarDigital Library
- Frank Steinicke, Yon Visell, Jennifer Campos, and Anatole Lécuyer. 2013. Human walking in virtual environments. Springer. Google ScholarDigital Library
- Richard Stoakley, Matthew J Conway, and Randy Pausch. 1995. Virtual reality on a WIM: interactive worlds in miniature. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM Press/Addison-Wesley Publishing Co., 265--272. Google ScholarDigital Library
- Evan A Suma, Mahdi Azmandian, Timofey Grechkin, Thai Phan, and Mark Bolas. 2015. Making small spaces feel large: infinite walking in virtual reality. In ACM SIGGRAPH 2015 Emerging Technologies. ACM, 16. Google ScholarDigital Library
- Evan A Suma, Zachary Lipps, Samantha Finkelstein, David M Krum, and Mark Bolas. 2012. Impossible spaces: Maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Transactions on Visualization and Computer Graphics 18, 4 (2012), 555--564. Google ScholarDigital Library
- James N Templeman, Patricia S Denbrook, and Linda E Sibert. 1999. Virtual locomotion: Walking in place through virtual environments. Presence 8, 6 (1999), 598--617. Google ScholarDigital Library
- Martin Usoh, Kevin Arthur, Mary C Whitton, Rui Bastos, Anthony Steed, Mel Slater, and Frederick P Brooks Jr. 1999. Walking> walkingin-place> flying, in virtual environments. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques. ACM Press/Addison-Wesley Publishing Co., 359--364. Google ScholarDigital Library
- Khrystyna Vasylevska, Hannes Kaufmann, Mark Bolas, and Evan A Suma. 2013. Flexible spaces: Dynamic layout generation for infinite walking in virtual environments. In 3D user interfaces (3DUI), 2013 IEEE Symposium on. IEEE, 39--42. CHI 2019, May 4--9, 2019, Glasgow, Scotland Uk Funk et al.Google Scholar
- Mary C Whitton, Joseph V Cohn, Jeff Feasel, Paul Zimmons, Sharif Razzaque, Sarah J Poulton, Brandi McLeod, and Frederick P Brooks. 2005. Comparing VE locomotion interfaces. In Virtual Reality, 2005. Proceedings. VR 2005. IEEE. IEEE, 123--130. Google ScholarDigital Library
- Betsy Williams, Gayathri Narasimham, Bjoern Rump, Timothy P McNamara, Thomas H Carr, John Rieser, and Bobby Bodenheimer. 2007. Exploring large virtual environments with an HMD when physical space is limited. In Proceedings of the 4th symposium on Applied perception in graphics and visualization. ACM, 41--48. Google ScholarDigital Library
- Graham Wilson, Mark McGill, Matthew Jamieson, Julie R Williamson, and Stephen A Brewster. 2018. Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. ACM, 99. Google ScholarDigital Library
- Chadwick A Wingrave, Yonca Haciahmetoglu, and Doug A Bowman. 2006. Overcoming world in miniature limitations by a scaled and scrolling WIM. In 3D User Interfaces, 2006. 3DUI 2006. IEEE Symposium on. IEEE, 11--16. Google ScholarDigital Library
- Mengxin Xu, María Murcia-López, and Anthony Steed. 2017. Object location memory error in virtual and real environments. In Virtual Reality (VR), 2017 IEEE. IEEE, 315--316.Google ScholarCross Ref
- Zhixin Yan, Robert W Lindeman, and Arindam Dey. 2016. Let your fingers do the walking: A unified approach for efficient short-, medium, and long-distance travel in VR. In 3D User Interfaces (3DUI), 2016 IEEE Symposium on. IEEE, 27--30.Google Scholar
- Run Yu, Wallace S Lages, Mahdi Nabiyouni, Brandon Ray, Navyaram Kondur, Vikram Chandrashekar, and Doug A Bowman. 2017. Bookshelf and Bird: Enabling real walking in large VR spaces. In 3D User Interfaces (3DUI), 2017 IEEE Symposium on. IEEE, 116--119.Google Scholar
Index Terms
- Assessing the Accuracy of Point & Teleport Locomotion with Orientation Indication for Virtual Reality using Curved Trajectories
Recommendations
Evaluation of Locomotion Techniques for Room-Scale VR: Joystick, Teleportation, and Redirected Walking
VRIC '18: Proceedings of the Virtual Reality International Conference - Laval VirtualDue 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, ...
Point & Teleport Locomotion Technique for Virtual Reality
CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in PlayWith the increasing popularity of virtual reality (VR) and new devices getting available with relatively lower costs, more and more video games have been developed recently. Most of these games use first person interaction techniques since it is more ...
Evaluation of immersive virtual reality locomotion mechanisms
IHC '20: Proceedings of the 19th Brazilian Symposium on Human Factors in Computing SystemsMotion sickness is one of the most common issues that affects the user experience in immersive virtual reality environments. In general, a user feels motion sickness because the brain perceives a movement but his/her body is not actually moving. In ...
Comments