Abstract
Some of the authors of this publication are also working on these related projects: software architecture analysis of usability View project Accessible exercise games for blind children View project All content following this page was uploaded by eelke folmer on 06 September 2017. The user has requested enhancement of the downloaded file. ABSTRACT Using real walking for virtual navigation generally delivers the most natural and immersive virtual reality experience, but its usage is generally bounded by available tracking space. To navigate beyond the confines of available tracking space, users need to switch to an artificial locomotion technique, such as controller input. However , having to switch from leg-based input to hand-based input is considered to break presence. We present a hybrid handsfree locomotion technique called legomotion that lets users seamlessly switch between real walking input and walking-in-place input to enable navigation at scale. A user study with 18 participants compared legomotion to full locomotion using a controller. Legomotion led to higher presence as switching to controller input was found to be more tedious. Because controller input is also faster than walking , we observed most users to abandon positional tracking input altogether and primary use a controller for navigation-which then led to a lower presence. This finding could have major implications for the design of VR locomotion.
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CITATION STYLE
Mallot, H. A. (2024). Egomotion. In From Geometry to Behavior (pp. 31–62). The MIT Press. https://doi.org/10.7551/mitpress/9621.003.0004
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