Evaluating Embodied Navigation in Virtual Reality Environments

被引:0
|
作者
DeYoung, Johannes [1 ]
Berry, Justin [1 ]
Riggs, Stephanie [2 ]
Wesson, Jack [1 ]
Chantiles-Wertz, Lance [1 ]
机构
[1] Yale Univ, Ctr Collaborat Arts & Media, New Haven, CT 06511 USA
[2] Sunchaser Entertainment, New York, NY USA
关键词
Embodied Navigation; Active Locomotion; Virtual Environments; Interfaces; HCI;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Virtual reality has become more accessible and affordable to the general public in recent years, introducing the exciting potential of this technology to new audiences. However, the mechanisms of navigating within a virtual environment have primarily been constrained to handheld input devices akin to gaming controllers. For people unfamiliar with traditional gaming input devices, VR navigation devices are not intuitively mapped to real-world modes of locomotion and can be frustrating and disorienting. Designers have largely focused on utility (the ability to efficiently accomplish a task) to the detriment of usability (ease of use). The industry lacks an intuitive, universal method of navigation that can be easily learned by novice participants. Dr. Jakob Nielsen identified five factors that impact usability in human-computer interactions (HCI): learnability, efficiency, memorability, errors, and satisfaction. Previous research in virtual environment locomotion incorporated teaching time periods where the researchers explained the control devices to participants. We believe that this neglected one of the key usability factors in human computer interactions: learnability, or the ability and ease to accomplish a task the first time a user encounters it. Our research focuses on comparing existing modes of navigation (game controller based) with a mode of controller-less fully embodied navigation between two demographics based on Nielsen's usability factors. Existing research has demonstrated little noticeable learnability difference between modes of rotation and lean based navigation, and joystick navigation in VR [I]; however, similar study demonstrates that partially embodied leaning mechanics can positively affect sensory perception in VR [2]. While previous studies in controller-less VR navigation methods have demonstrated an inclination toward subject motion sickness when controllers are removed [3], other research has yielded positive qualitative results (sans motion sickness) when partially embodied alternative controller systems are used [4]. Additional research into partially embodied alternative controller systems has, in fact, indicated a preference toward existing modes of controller based joystick navigation in VR subjects [5]; however, when partially embodied leaning mechanics are combined with another mode of sensory perception, like foot haptics, self-motion perception (vection) is enhanced [6]. In this study, we test a fully embodied mode of navigation to evaluate whether a fully engaged body experiences more positive usability results according to HCI measures. We test our results within communities of self identified gamers and non-gamers, evaluating navigation modes designed for joystick control pads, trigger-based teleportation, and controller less embodied navigation. Our research inquires whether embodied navigation enhances usability in accordance with Nielsen's usability factors, specifically enabling easier access and engagement for inexperienced subjects, compared with controller-based modes of navigation.
引用
收藏
页码:338 / 343
页数:6
相关论文
共 50 条
  • [21] Extending Embodied Interactions in Mixed Reality Environments
    Handosa, Mohamed
    Schulze, Hendrik
    Gracanin, Denis
    Tucker, Matthew
    Manuel, Mark
    [J]. VIRTUAL, AUGMENTED AND MIXED REALITY: INTERACTION, NAVIGATION, VISUALIZATION, EMBODIMENT, AND SIMULATION, VAMR 2018, PT I, 2018, 10909 : 314 - 327
  • [22] Virtual networking - Navigation in real and virtual environments
    Ratzek, W
    [J]. NFD INFORMATION-WISSENSCHAFT UND PRAXIS, 2002, 53 (07): : 401 - +
  • [23] Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine
    Riva, Giuseppe
    Wiederhold, Brenda K.
    Mantovani, Fabrizia
    [J]. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING, 2019, 22 (01) : 82 - 96
  • [24] Autonomous virtual agent navigation in virtual environments
    Jaafar, Jafreezal
    McKenzie, Eric
    [J]. World Academy of Science, Engineering and Technology, 2010, 37 : 594 - 601
  • [25] Evaluating Engagement Level and Analytical Support of Interactive Visualizations in Virtual Reality Environments
    Lu, Feiyu
    Yu, Difeng
    Liang, Hai-Ning
    Chen, Wenjun
    Papangelis, Konstantinos
    Ali, Nazlena Mohamad
    [J]. PROCEEDINGS OF THE 2018 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR), 2018, : 143 - 152
  • [26] Missing in Action: Embodied Experience and Virtual Reality
    Popat, Sita
    [J]. THEATRE JOURNAL, 2016, 68 (03) : 357 - +
  • [27] A comparative study of navigation interfaces in virtual reality environments: A mixed-method approach
    Kim, Yong Min
    Rhiu, Ilsun
    [J]. APPLIED ERGONOMICS, 2021, 96
  • [28] User Experiences in Virtual Reality Environments Navigation Based on Simple Knowledge Organization Systems
    Martin-Moncunill, David
    Alonso Gaona-Garcia, Paulo
    Gordillo-Orjuela, Kevin
    Enrique Montenegro-Marin, Carlos
    [J]. APPLIED COMPUTER SCIENCES IN ENGINEERING, 2016, 657 : 39 - 49
  • [29] Incorporating Virtual Reality in an Embodied Interaction Course
    Erkut, Cumhur
    Dahl, Sofia
    [J]. PROCEEDINGS OF THE 5TH INTERNATIONAL CONFERENCE ON MOVEMENT AND COMPUTING (MOCO'18), 2018,
  • [30] Embodied parallelism and immersion in virtual reality gaming
    Bollmer, Grant
    Suddarth, Adam
    [J]. CONVERGENCE-THE INTERNATIONAL JOURNAL OF RESEARCH INTO NEW MEDIA TECHNOLOGIES, 2022, 28 (02): : 579 - 594