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| Content Provider | ACM Digital Library |
|---|---|
| Author | Al Zayer, Majed Tregillus, Sam Folmer, Eelke |
| Abstract | 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. |
| Starting Page | 4063 |
| Ending Page | 4068 |
| Page Count | 6 |
| File Format | |
| ISBN | 9781450346559 |
| DOI | 10.1145/3025453.3025521 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2017-05-02 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Locomotion Games Virtual reality Inertial sensing Simulator-sickness Walking-in-place Head-tilt Mobile vr |
| Content Type | Text |
| Resource Type | Article |
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