TY - JOUR
T1 - Effects of virtual environment and self-representations on perception and physical performance in redirected jumping
AU - Li, Yijun
AU - Wang, Miao
AU - Jin, Derong
AU - Steinicke, Frank
AU - Hu, Shimin
AU - Zhao, Qinping
N1 - Publisher Copyright:
© 2021 Beijing Zhongke Journal Publishing Co. Ltd
PY - 2021/12
Y1 - 2021/12
N2 - Background: Redirected jumping (RDJ) allows users to explore virtual environments (VEs) naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation, thereby addressing the problem of limited physical space in VR applications. Previous RDJ studies have mainly focused on detection threshold estimation. However, the effect VE or selfrepresentation (SR) has on the perception or performance of RDJs remains unclear. Methods: In this paper, we report experiments to measure the perception (detection thresholds for gains, presence, embodiment, intrinsic motivation, and cybersickness) and physical performance (heart rate intensity, preparation time, and actual jumping distance) of redirected forward jumping under six different combinations of VE (low and high visual richness) and SRs (invisible, shoes, and human-like). Results: Our results indicated that the detection threshold ranges for horizontal translation gains were significantly smaller in the VE with high rather than low visual richness. When different SRs were applied, our results did not suggest significant differences in detection thresholds, but it did report longer actual jumping distances in the invisible body case compared with the other two SRs. In the high visual richness VE, the preparation time for jumping with a human-like avatar was significantly longer than that with other SRs. Finally, some correlations were found between perception and physical performance measures. Conclusions: All these findings suggest that both VE and SRs influence users' perception and performance in RDJ and must be considered when designing locomotion techniques.
AB - Background: Redirected jumping (RDJ) allows users to explore virtual environments (VEs) naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation, thereby addressing the problem of limited physical space in VR applications. Previous RDJ studies have mainly focused on detection threshold estimation. However, the effect VE or selfrepresentation (SR) has on the perception or performance of RDJs remains unclear. Methods: In this paper, we report experiments to measure the perception (detection thresholds for gains, presence, embodiment, intrinsic motivation, and cybersickness) and physical performance (heart rate intensity, preparation time, and actual jumping distance) of redirected forward jumping under six different combinations of VE (low and high visual richness) and SRs (invisible, shoes, and human-like). Results: Our results indicated that the detection threshold ranges for horizontal translation gains were significantly smaller in the VE with high rather than low visual richness. When different SRs were applied, our results did not suggest significant differences in detection thresholds, but it did report longer actual jumping distances in the invisible body case compared with the other two SRs. In the high visual richness VE, the preparation time for jumping with a human-like avatar was significantly longer than that with other SRs. Finally, some correlations were found between perception and physical performance measures. Conclusions: All these findings suggest that both VE and SRs influence users' perception and performance in RDJ and must be considered when designing locomotion techniques.
KW - Redirected jumping
KW - Virtual locomotion
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/85123312118
U2 - 10.1016/j.vrih.2021.06.003
DO - 10.1016/j.vrih.2021.06.003
M3 - 文章
AN - SCOPUS:85123312118
SN - 2096-5796
VL - 3
SP - 451
EP - 469
JO - Virtual Reality and Intelligent Hardware
JF - Virtual Reality and Intelligent Hardware
IS - 6
ER -