4.7 Article

A Comparative Study of Virtual Reality Methods of Interaction and Locomotion Based on Presence, Cybersickness, and Usability

Journal

IEEE TRANSACTIONS ON EMERGING TOPICS IN COMPUTING
Volume 9, Issue 3, Pages 1542-1553

Publisher

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/TETC.2019.2915287

Keywords

Usability; Virtual environments; Task analysis; Time measurement; Psychology; Companies; Human-computer interaction; virtual reality; interaction techniques; virtual environment modeling

Funding

  1. Spanish Ministry of Economy [RTI2018-098694-B-I00]
  2. Indra
  3. Fundacion Universia (Ciceron Virtual Speech Coach)

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The study analyzed the impact of different interaction and locomotion methods in virtual reality on presence, cybersickness, and usability. An experimental environment was designed and developed to conduct empirical analysis with 48 subjects, providing guidelines for the use of these methods.
In recent years, virtual reality has experienced notorious technological advances in a quite short time. In an attempt to quickly response to this technical developments, some designs and developments of inmersive environments have caused different symptoms such as dizziness or disorientation. This work aims to analyze different methods of interaction and locomotion used in inmersive environments (Point of Interest, Gamepad, Teleport, and Room-Scale) in three different aspects: presence, cybersickness, and usability. We have designed and developed an experimental environment to carry out an empirical analysis with 48 subjects comparing the results obtained in different perceptual experiments. As a result, we provide a guideline for the use of these methods of interaction and locomotion in virtual reality.

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