A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays

Detalhes bibliográficos
Autor(a) principal: Cardoso, Jorge C. S.
Data de Publicação: 2019
Outros Autores: Perrotta, André
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10316/87656
https://doi.org/10.1016/j.cag.2019.09.005
Resumo: Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body of research since the implementation of the first systems. In real locomotion techniques, users physically move in the real world to affect movement in the Virtual Environment (VE). Real locomotion has been found to perform better than other forms of locomotion for many tasks. To overcome the challenges imposed by restricted physical space, researchers have devised ingenious interaction techniques for real locomotion. In this paper, we present a survey of interaction techniques for real locomotion in VR. Our analysis is focused on the interaction techniques – the combination of devices, user’s actions, and system’s responses. We categorize interaction techniques for real locomotion in VR into: unmediated, warnings, reorientation/resetting, scaling, redirection, and dynamic VE. These categories represent fundamentally different approaches to real locomotion and user action feedback. We further characterize techniques in each of these categories according to category-specific parameters. Finally, it is important to state that this paper was developed with the aim of helping newcomers to the field to understand and implement the techniques here presented.
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spelling A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displaysinteraction techniqueslocomotionsurveyvirtual realityLocomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body of research since the implementation of the first systems. In real locomotion techniques, users physically move in the real world to affect movement in the Virtual Environment (VE). Real locomotion has been found to perform better than other forms of locomotion for many tasks. To overcome the challenges imposed by restricted physical space, researchers have devised ingenious interaction techniques for real locomotion. In this paper, we present a survey of interaction techniques for real locomotion in VR. Our analysis is focused on the interaction techniques – the combination of devices, user’s actions, and system’s responses. We categorize interaction techniques for real locomotion in VR into: unmediated, warnings, reorientation/resetting, scaling, redirection, and dynamic VE. These categories represent fundamentally different approaches to real locomotion and user action feedback. We further characterize techniques in each of these categories according to category-specific parameters. Finally, it is important to state that this paper was developed with the aim of helping newcomers to the field to understand and implement the techniques here presented.2019info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/10316/87656http://hdl.handle.net/10316/87656https://doi.org/10.1016/j.cag.2019.09.005eng00978493https://www.sciencedirect.com/science/article/abs/pii/S0097849319301566?via%3Dihub#!Cardoso, Jorge C. S.Perrotta, Andréinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-01-26T09:20:43Zoai:estudogeral.uc.pt:10316/87656Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T21:08:31.056916Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
title A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
spellingShingle A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
Cardoso, Jorge C. S.
interaction techniques
locomotion
survey
virtual reality
title_short A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
title_full A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
title_fullStr A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
title_full_unstemmed A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
title_sort A survey of real locomotion techniques for immersive virtual reality applications on head-mounted displays
author Cardoso, Jorge C. S.
author_facet Cardoso, Jorge C. S.
Perrotta, André
author_role author
author2 Perrotta, André
author2_role author
dc.contributor.author.fl_str_mv Cardoso, Jorge C. S.
Perrotta, André
dc.subject.por.fl_str_mv interaction techniques
locomotion
survey
virtual reality
topic interaction techniques
locomotion
survey
virtual reality
description Locomotion is a fundamental activity in Virtual Reality (VR) and has been the focus of a large body of research since the implementation of the first systems. In real locomotion techniques, users physically move in the real world to affect movement in the Virtual Environment (VE). Real locomotion has been found to perform better than other forms of locomotion for many tasks. To overcome the challenges imposed by restricted physical space, researchers have devised ingenious interaction techniques for real locomotion. In this paper, we present a survey of interaction techniques for real locomotion in VR. Our analysis is focused on the interaction techniques – the combination of devices, user’s actions, and system’s responses. We categorize interaction techniques for real locomotion in VR into: unmediated, warnings, reorientation/resetting, scaling, redirection, and dynamic VE. These categories represent fundamentally different approaches to real locomotion and user action feedback. We further characterize techniques in each of these categories according to category-specific parameters. Finally, it is important to state that this paper was developed with the aim of helping newcomers to the field to understand and implement the techniques here presented.
publishDate 2019
dc.date.none.fl_str_mv 2019
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10316/87656
http://hdl.handle.net/10316/87656
https://doi.org/10.1016/j.cag.2019.09.005
url http://hdl.handle.net/10316/87656
https://doi.org/10.1016/j.cag.2019.09.005
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 00978493
https://www.sciencedirect.com/science/article/abs/pii/S0097849319301566?via%3Dihub#!
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