Development of a speed protector to optimize user experience in 3D virtual environments
Article dans une revue avec comité de lecture
Virtual walking in virtual environments (VEs) requires locomotion interfaces, especially when the available physical environment is smaller than the virtual space due to virtual reality facilities limitations; many navigation approaches have been proposed according to different input conditions, target selection and speed selection. With current technologies, the virtual locomotion speed for most VR systems relies primarily on rate-control devices (e.g., joystick). The user has to manage manual adaptation of the speed, based on the size of the VE and personal preferences. However, this method cannot provide optimal speeds for locomotion as the user tends to change the speed involuntarily due to non-desired issues including collisions or simulator sickness; in this case, the user may have to adjust the speed frequently and unsmoothly, worsening the situation. Therefore, we designed a motion protector that can be embedded into the locomotion system to provide optimal speed profiles. The optimization process aims at minimizing the total jerk when the user translates from an initial position to a target, which is a common rule of the human motion model. In addition to minimization, we put constraints on speed, acceleration and jerk so that they do not exceed specific thresholds. The speed protector is formulated mathematically and solved analytically in order to provide a smooth navigation experience with a minimum jerk of trajectory. The assessment of the speed protector was conducted in a user study measuring user experience with a simulator sickness questionnaire, event-related skin conductance responses (ER-SCR), and a NASA-TLX questionnaire, showing that the designed speed protector can provide more natural and comfortable user experience with appropriate acceleration and jerk as it avoids abrupt speed profiles.
Files in this item
Showing items related by title, author, creator and subject.
VR Sickness Prediction for Navigation in Immersive Virtual Environments using a Deep Long Short Term Memory Model Communication avec acteThis paper proposes a new objective metric of visually induced motion sickness (VIMS) in the context of navigation in virtual environments (VEs). Similar to motion sickness in physical environments, VIMS can induce many ...
Article dans une revue avec comité de lectureResearch puts forward perception-based cognitive workload evaluation methods to help VR developers and users measuring their workload when playing with a VR application. Approaches to measure workload based on biosensors ...
Using Fuzzy Logic to Involve Individual Differences for Predicting Cybersickness during VR Navigation Communication avec acteMany studies have explored how individual differences can affect users’ susceptibility to cybersickness in a VR application. However, the lack of strategy to integrate the influence of each factor on cybersickness makes ...
A Semiautomatic Navigation Interface to Reduce Visually Induced Motion Sickness in Virtual Reality Communication avec acteNavigation in a real environment is a common task that human beings conduct easily and subconsciously. However transposing this task in virtual environments (VEs) remains challenging due to input devices and techniques ...
Communication avec acteAutonomous vehicles are expected to start reaching the market within the next years. However in practical applications, navigation inside dynamic environments has to take many factors such as speed control, safety and ...