论文标题

如何改善虚拟体验 - 探索主流VR的障碍

How to Improve Your Virtual Experience -- Exploring the Obstacles of Mainstream VR

论文作者

Krekhov, Andrey

论文摘要

什么是虚拟现实?一种专业工具,可以促进我们的日常任务?一个概念上的错误,伴随着Cyber​​sickness和未解决的运动问题?还是另一种娱乐源可以帮助我们摆脱恶化的世界?在这方面,公众和科学意见是多种多样的。此外,作为研究人员,我们有时会问自己,考虑到VR的未来的模棱两可的预后,我们在这一领域的工作是否真的“值得”。为了解决这个问题,我们在本文中探索了VR研究的三个不同领域,即运动,互动和感知。我们通过构建VR运动并引入一个新颖的运动概念来开始我们的旅程,该概念是通过虚拟身体调整大小的大距离进行的。在第二部分中,我们将重点放在VR中的互动可能性上。我们学习如何通过自转化的控制器以及如何将我们的项目存储在VR库存中。我们为观众设计了全面的3D手势,并提供了I/O抽象层,以促进这种不同的互动方式的实现和使用。第三部分致力于探索VR中的感知现象。与运动和互动相反,我们在感知领域的贡献强调了沉浸式设置的强度。我们利用VR将虚拟身体所有权的幻觉转移到非人类化的头像,并利用这一现象来获得带有动物的新型游戏体验。作为我们的贡献之一,我们演示了如何重新利用沉浸式设置的二分化表现能力,以使其在可视化中突出显示零重点突出显示。我们通过一般的VR研究回到VR研究,对我们的贡献进行批判性评估,并在此过程中分享我们的经验教训,从而结束论文。

What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that helps us escape from our deteriorating world? The public and scientific opinions in this respect are diverse. Furthermore, as researchers, we sometimes ask ourselves whether our work in this area is really "worth it", given the ambiguous prognosis regarding the future of VR. To tackle this question, we explore three different areas of VR research in this dissertation, namely locomotion, interaction, and perception. We begin our journey by structuring VR locomotion and by introducing a novel locomotion concept for large distance traveling via virtual body resizing. In the second part, we focus on our interaction possibilities in VR. We learn how to represent virtual objects via self-transforming controllers and how to store our items in VR inventories. We design comprehensive 3D gestures for the audience and provide an I/O abstraction layer to facilitate the realization and usage of such diverse interaction modalities. The third part is dedicated to the exploration of perceptual phenomena in VR. In contrast to locomotion and interaction, our contributions in the field of perception emphasize the strong points of immersive setups. We utilize VR to transfer the illusion of virtual body ownership to nonhumanoid avatars and exploit this phenomenon for novel gaming experiences with animals in the leading role. As one of our contributions, we demonstrate how to repurpose the dichoptic presentation capability of immersive setups for preattentive zero-overhead highlighting in visualizations. We round off the dissertation by coming back to VR research in general, providing a critical assessment of our contributions and sharing our lessons learned along the way.

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