Abstract

Virtual Reality (VR) has finally caught the attention of major technology companies, giving it a significant boost towards becoming market-ready. VR has the capacity to create profoundly engaging experiences by synthesizing highly detailed sensory input in real time, making games the most obvious applications of VR. While the promises of VR may be exciting due to the problems it can solve and new experiences it can offer, there are still numerous issues to be addressed in order to achieve maximal immersion in VR. In this paper, we present the issues encountered during open testing of our applications on commercially available VR goggles and hand input device. The inability to effectively use the hands and feet to control and navigate the environment degrades the level of immersion of VR. With users preferring reliability over intuitiveness, we explore the use of gaze as a substitute input device. Results of experiments conducted on numerous volunteers showed significant improvement in terms of user control.

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