We study ways to reduce cybersickness and improve the user's experience in virtual reality applications that use a HMD and a Gamepad as interaction devices. Our approach consists on a revision of the design space of such tasks in order to identify ways to minimize user's perceived movements. In this paper we concentrate on the task of navigation in realistic scenarios, such as the Tuscany Demo [12]. We performed three user studies in order to identify the most problematic issues in this scenario and the effects of geometry and interaction techniques in the overall experience, in particular in the task of moving up and down stairs. As a result of these studies, we propose the use of invisible ramps on top of stairs, in order to minimize users' perceived movements while moving through stairs and hence reduce users' discomfort.
Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy based on the spatial image of the path called piloting. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumeroriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed.
This study presents a comparison of the influence of different VR environments in the task of selecting a preferred seat in an opera theater. We used gaze-based raycasting and headsets in a low-cost head-mounted display (HMD) (GearVR); and a virtual wand, head tracking, and headsets in a CAVE, two somewhat opposing technologies in the spectrum of current VR systems. Visual rendering and the selection technique depend on the capabilities of each environment, whereas the sound is approximated in both environments. Results show that subjects can select similar seats but their decisions differ between both environments. The results obtained can be useful in guiding the development of future VR applications.
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