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2020 | OriginalPaper | Buchkapitel

How to Handle Head Collisions in VR

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Abstract

In this paper a comparison of selected algorithms used to handle VR head collisions was presented. The following four methods were chosen and implemented: screen fade, delayed push-back, instant push-back, and teleportation. This paper examined what effects these methods have on VR sickness, the sense of presence, and the usability level.

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Literatur
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Zurück zum Zitat Habgoodand, J., Moore, D., Wilson, D., Alapont, S.: Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 371–378 (2018) Habgoodand, J., Moore, D., Wilson, D., Alapont, S.: Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 371–378 (2018)
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Zurück zum Zitat Kennedy, R.S., Lane, N.E., Berbaum, K., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3, 203–220 (1993)CrossRef Kennedy, R.S., Lane, N.E., Berbaum, K., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3, 203–220 (1993)CrossRef
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Zurück zum Zitat Langbehn, E., Lubos, P., Steinicke, F.: Evaluation of locomotion techniques for room-scale vr: Joystick, teleportation, and redirected walking. In: Proceedings of the Virtual Reality International Conference (2018) Langbehn, E., Lubos, P., Steinicke, F.: Evaluation of locomotion techniques for room-scale vr: Joystick, teleportation, and redirected walking. In: Proceedings of the Virtual Reality International Conference (2018)
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Zurück zum Zitat Schwind, V., Knierim, P., Haas, N., Henze, N.: Using presence questionnaires in virtual reality. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (2019) Schwind, V., Knierim, P., Haas, N., Henze, N.: Using presence questionnaires in virtual reality. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (2019)
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Zurück zum Zitat Usoh, M., Catena, E., Arman, S., Slater, M.: Using presence questionnaires in reality. Presence Teleoperators Virtual Environ. 9, 497–503 (2000)CrossRef Usoh, M., Catena, E., Arman, S., Slater, M.: Using presence questionnaires in reality. Presence Teleoperators Virtual Environ. 9, 497–503 (2000)CrossRef
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Zurück zum Zitat Ziegler, P., Roth, D., Knots, A., Kreuzer, M., Mammen, S.: Simulator sick but still immersed: a comparison of head-object collision handling and their impact on fun, immersion, and simulator sickness. In: Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 743–744 (2018) Ziegler, P., Roth, D., Knots, A., Kreuzer, M., Mammen, S.: Simulator sick but still immersed: a comparison of head-object collision handling and their impact on fun, immersion, and simulator sickness. In: Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 743–744 (2018)
Metadaten
Titel
How to Handle Head Collisions in VR
verfasst von
Marek Kopel
Bartłomiej Stanasiuk
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-55789-8_54

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