TY - GEN
T1 - Evaluation of body-centric locomotion with different transfer functions in virtual reality
AU - Gao, Boyu
AU - Mai, Ziiun
AU - Tu, Huawei
AU - Duh, Henry Been Lirn
N1 - Funding Information:
We thank Weiqiang Xin for implementation discussion. This work was supported by the National Natural Science Foundation of China (No. 61902147), and the Research Funds for Central Universities (No. 21619312).
Publisher Copyright:
© 2021 IEEE.
PY - 2021/3
Y1 - 2021/3
N2 - Body-centric locomotion allows users to navigate virtual environments with body parts (e.g. head tilt, arm swing or torso lean). Transfer functions are an important determinant of the locus of such a locomotion method. However, there is little known about the effects of transfer functions on virtual locomotion with different body parts. In this work, we selected four typical transfer functions (linear function: L, power function: P, a piecewise function with constant and linear functions: CL, and a piecewise function with constant and power functions: CP) and four body parts (head, arm, torso, and knee) from existing works, and conducted an experiment to evaluate their effects on virtual locomotion under three distances (5, 10, and 15 m) in Virtual Reality (VR). Results show that (1) CP function generally led to the longest task time with a low rate of failed trials, while CL function had the shortest task time with a high rate of failed trials; (2) body parts significantly affected the rate of failed trials, but not task time and final position offset. Head and torso resulted in the lowest and highest rate of failed trials respectively; (3) body parts did not differ in User Experience Questionnaire-Short (UEQ-S), UEQ-S Pragmatic and UEQ-S Hedonic. L was rated as the highest score for UEQ-S, UEQ-S Pragmatic and UEQ-S Hedonic, but CP had the lowest score. According to the results, we provide implications of designing body-centric locomotion with different transfer functions in VR.
AB - Body-centric locomotion allows users to navigate virtual environments with body parts (e.g. head tilt, arm swing or torso lean). Transfer functions are an important determinant of the locus of such a locomotion method. However, there is little known about the effects of transfer functions on virtual locomotion with different body parts. In this work, we selected four typical transfer functions (linear function: L, power function: P, a piecewise function with constant and linear functions: CL, and a piecewise function with constant and power functions: CP) and four body parts (head, arm, torso, and knee) from existing works, and conducted an experiment to evaluate their effects on virtual locomotion under three distances (5, 10, and 15 m) in Virtual Reality (VR). Results show that (1) CP function generally led to the longest task time with a low rate of failed trials, while CL function had the shortest task time with a high rate of failed trials; (2) body parts significantly affected the rate of failed trials, but not task time and final position offset. Head and torso resulted in the lowest and highest rate of failed trials respectively; (3) body parts did not differ in User Experience Questionnaire-Short (UEQ-S), UEQ-S Pragmatic and UEQ-S Hedonic. L was rated as the highest score for UEQ-S, UEQ-S Pragmatic and UEQ-S Hedonic, but CP had the lowest score. According to the results, we provide implications of designing body-centric locomotion with different transfer functions in VR.
KW - Human-centered computing-Human computer interaction (HCI)-Interaction paradigms-Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85106480773&partnerID=8YFLogxK
U2 - 10.1109/VR50410.2021.00073
DO - 10.1109/VR50410.2021.00073
M3 - Conference article published in proceeding or book
AN - SCOPUS:85106480773
T3 - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021
SP - 493
EP - 500
BT - Proceedings - 2021 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 28th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2021
Y2 - 27 March 2021 through 3 April 2021
ER -