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Handsfree Omnidirectional VR Navigation using Head Tilt

Published: 02 May 2017 Publication History

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.

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cover image ACM Conferences
CHI '17: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems
May 2017
7138 pages
ISBN:9781450346559
DOI:10.1145/3025453
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 02 May 2017

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Author Tags

  1. games
  2. head-tilt
  3. inertial sensing
  4. locomotion
  5. mobile vr
  6. simulator-sickness
  7. virtual reality
  8. walking-in-place

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Cited By

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  • (2024)Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter GamesGames: Research and Practice10.1145/3661133Online publication date: 24-May-2024
  • (2024)Seated-WIP: Enabling Walking-in-Place Locomotion for Stationary Chairs in Confined SpacesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642395(1-13)Online publication date: 11-May-2024
  • (2024)Evaluating Plausible Preference of Body-Centric Locomotion using Subjective Matching in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00124(1054-1064)Online publication date: 16-Mar-2024
  • (2024)Exploring Bi-Manual Teleportation in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00095(754-764)Online publication date: 16-Mar-2024
  • (2024)A Novel Approach for Virtual Locomotion Gesture Classification: Self-Teaching Vision Transformer for a Carpet-Type Tactile Sensor2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00067(461-471)Online publication date: 16-Mar-2024
  • (2023)User elicited gesture-based locomotion techniques for immersive VEs in a seated position: a comparative evaluationFrontiers in Virtual Reality10.3389/frvir.2023.11696544Online publication date: 30-Aug-2023
  • (2023)Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual EnvironmentsHuman Factors: The Journal of the Human Factors and Ergonomics Society10.1177/0018720823119098266:7(1942-1960)Online publication date: 27-Jul-2023
  • (2023)Navigating in VR using free-hand gestures and embodied controllers: A comparative evaluationProceedings of the 29th ACM Symposium on Virtual Reality Software and Technology10.1145/3611659.3617229(1-2)Online publication date: 9-Oct-2023
  • (2023)UndoPort: Exploring the Influence of Undo-Actions for Locomotion in Virtual Reality on the Efficiency, Spatial Understanding and User ExperienceProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581557(1-15)Online publication date: 19-Apr-2023
  • (2023)Using Virtual Reality and Co-Design to Study the Design of Large-scale Shape-Changing InterfacesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581144(1-17)Online publication date: 19-Apr-2023
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