June 2007
Volume 7, Issue 9
Vision Sciences Society Annual Meeting Abstract  |   June 2007
Evaluating alternative metaphors for augmented locomotion through large scale immersive virtual environments
Author Affiliations
  • Victoria Interrante
    Department of Computer Science, University of Minnesota
  • Brian Ries
    Department of Computer Science, University of Minnesota
  • Eleanor O'Rourke
    Department of Computer Science, Colby College
  • Leanne Gray
    Department of Computer Science, Kansas State University
  • Jason Lindquist
    Department of Computer Science, University of Minnesota
  • Lee Anderson
    Department of Architecture, University of Minnesota
Journal of Vision June 2007, Vol.7, 145. doi:https://doi.org/10.1167/7.9.145
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      Victoria Interrante, Brian Ries, Eleanor O'Rourke, Leanne Gray, Jason Lindquist, Lee Anderson; Evaluating alternative metaphors for augmented locomotion through large scale immersive virtual environments. Journal of Vision 2007;7(9):145. https://doi.org/10.1167/7.9.145.

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      © ARVO (1962-2015); The Authors (2016-present)

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Previous research shows that when participants can use direct walking to control their movement through a small, HMD-based immersive virtual environment (IVE), they report a greater sense of ‘presence’ in that environment than when they must use a metaphoric or indirect action, such as stepping-in-place or pressing-a-button on a hand-held wand for locomotion control. However, when the IVE is larger than the available physical space, it becomes necessary to re-consider the use of alternative metaphors.

We introduce a novel method for naturalistic, augmented direct locomotion through large-scale IVEs: seven-league-boots, describing its technical implementation and discussing alternative options and parameters. We then present the results of a series of experiments that seek to provide qualitative and quantitative insight into the relative strengths and weaknesses of this method in comparison to three commonly-used alternatives: virtual flying/gliding, via a button-press on a wand; uniformly accelerated real walking, achieved by allowing the user to walk normally but applying a uniform gain to the output of the tracker that re-defines his corresponding position in the virtual world; and normal walking without gain, but with intermittent major adjustments of the location and orientation of the IVE relative to the real-world position of the participant.

Seven-league-boots locomotion is characterized by an exaggeration of -only- the component of a person's movement that is aligned with his direction of intended travel. This requires knowing when purposeful travel is intended, and accurately predicting its direction.

A within-subjects experiment with 8 naïve participants found significantly higher 7-point ratings of overall preference for IVE exploration via boots (µ=6.25, σ=0.71) than with uniform gain (µ=3.38, σ=1.92), flying (µ=4.25, σ=0.89), or interrupted walking (µ=3.88, σ=1.46). A comparison of the accuracy of self-localization with respect to occluded landmarks in IVEs explored via boots vs flying is forthcoming and will also be reported.

Interrante, V. Ries, B. O'Rourke, E. Gray, L. Lindquist, J. Anderson, L. (2007). Evaluating alternative metaphors for augmented locomotion through large scale immersive virtual environments [Abstract]. Journal of Vision, 7(9):145, 145a, http://journalofvision.org/7/9/145/, doi:10.1167/7.9.145. [CrossRef]
 This research was supported by the National Science Foundation (IIS-0313226), by the University of Minnesota through a Digital Technology Center seed grant and by the Linda and Ted Johnson Digital Design Consortium Endowment and Lab Setup Funds.

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