Abstract

Locomotion in virtual environments is currently a difficult and unnatural task to perform. Normally, researchers tend to devise ground- or floor-based metaphors to constrain the degrees of freedom (DoFs) during motion. These restrictions enable interactions that accurately emulate the human gait to provide high interaction fidelity. However, flying allows users to reach specific locations in a virtual scene more expeditiously. Our experience suggests that even though flying is not innate to humans, high-interaction-fidelity techniques may also improve the flying experience since flying requires simultaneously controlling additional DoFs. We present the Magic Carpet, an approach to flying that combines a floor proxy with a full-body representation to avoid balance and cybersickness issues. This design space enables DoF separation by treating direction indication and speed control as two separate phases of travel, thereby enabling techniques with higher interaction fidelity. To validate our design space, we conducted two complementary studies, one for each of the travel phases. In this paper, we present the results of both studies and report the best techniques for use within the Magic Carpet design space. To this end, we use both objective and subjective measures to evaluate the efficiency, embodiment effect, and side effects, such as physical fatigue and cybersickness, of the tested techniques in our design space. Our results show that the proposed approach enables high-interaction-fidelity techniques while improving the user experience.

Full Text
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