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User experience with semi-natural locomotion techniques in virtual reality: the case of the Virtuix Omni

Published: 16 October 2017 Publication History

Abstract

Prior studies have shown that semi-natural VR locomotion techniques (i.e., those with moderate levels of interaction fidelity) can produce an inferior user experience compared to both real walking and non-natural locomotion techniques [1], but it is not known whether all semi-natural VR locomotion interfaces suffer from the same problems. The Virtuix Omni is a commercial VR locomotion device in which users strap into a harness that supports the lower body and perform walking motions on a low-friction curved floor. Our analysis of the Omni indicated that while it still falls in the semi-natural category, it may have some advantages compared to prior semi-natural devices. We conducted a study to evaluate user experience with the Omni in order to determine whether the Omni avoids the user experience problems seen in other moderate-fidelity techniques.

Reference

[1]
Mahdi Nabiyouni, Ayshwarya Saktheeswaran, Doug A Bowman, and Ambika Karanth. 2015. Comparing the performance of natural, semi-natural, and nonnatural locomotion techniques in virtual reality. In 3D User Interfaces (3DUI), 2015 IEEE Symposium on. IEEE, 3--10.

Cited By

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  • (2024)Comparative Effectiveness of an Omnidirectional Treadmill versus Natural Walking for Navigating in Virtual EnvironmentsACM Symposium on Applied Perception 202410.1145/3675231.3675243(1-10)Online publication date: 30-Aug-2024
  • (2024)Spatial Contraction Based on Velocity Variation for Natural Walking in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337210930:5(2444-2453)Online publication date: 4-Mar-2024
  • (2024)Human Gait Detection Method Based on Binocular Vision for Virtual Reality Omnidirectional Treadmill2024 36th Chinese Control and Decision Conference (CCDC)10.1109/CCDC62350.2024.10587626(1995-2002)Online publication date: 25-May-2024
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  1. User experience with semi-natural locomotion techniques in virtual reality: the case of the Virtuix Omni

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    cover image ACM Conferences
    SUI '17: Proceedings of the 5th Symposium on Spatial User Interaction
    October 2017
    167 pages
    ISBN:9781450354868
    DOI:10.1145/3131277
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 October 2017

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    Author Tags

    1. interaction fidelity
    2. locomotion
    3. user experience
    4. virtual reality

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    • Poster

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    • Office of Naval Research

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    SUI '17
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    SUI '17: Symposium on Spatial User Interaction
    October 16 - 17, 2017
    Brighton, United Kingdom

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    Overall Acceptance Rate 86 of 279 submissions, 31%

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    Cited By

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    • (2024)Comparative Effectiveness of an Omnidirectional Treadmill versus Natural Walking for Navigating in Virtual EnvironmentsACM Symposium on Applied Perception 202410.1145/3675231.3675243(1-10)Online publication date: 30-Aug-2024
    • (2024)Spatial Contraction Based on Velocity Variation for Natural Walking in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337210930:5(2444-2453)Online publication date: 4-Mar-2024
    • (2024)Human Gait Detection Method Based on Binocular Vision for Virtual Reality Omnidirectional Treadmill2024 36th Chinese Control and Decision Conference (CCDC)10.1109/CCDC62350.2024.10587626(1995-2002)Online publication date: 25-May-2024
    • (2023)Navigation in immersive virtual reality: a comparison of 1:1 walking to 1:1 wheelingVirtual Reality10.1007/s10055-023-00901-028:1Online publication date: 30-Dec-2023
    • (2023)Challenges for XR in GamesGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–203010.1007/978-3-031-27639-2_8(159-186)Online publication date: 10-Mar-2023
    • (2022)Stay Safe! Safety Precautions for Walking on a Conventional Treadmill in VR2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW55335.2022.00217(732-733)Online publication date: Mar-2022
    • (2022)Control of adaptive running platform based on machine vision technologies and neural networksNeural Computing and Applications10.1007/s00521-022-07166-934:15(12919-12946)Online publication date: 25-Mar-2022
    • (2021)An integrated emotional and physiological assessment for VR-based active shooter incident experimentsAdvanced Engineering Informatics10.1016/j.aei.2020.10122747(101227)Online publication date: Jan-2021
    • (2020)Does scaling player size skew one’s ability to correctly evaluate object sizes in a virtual environment?Proceedings of the 13th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3424636.3426908(1-6)Online publication date: 16-Oct-2020
    • (2019)An Event-Based User Experience Evaluation Method for Virtual Reality Applications2019 IEEE SmartWorld, Ubiquitous Intelligence & Computing, Advanced & Trusted Computing, Scalable Computing & Communications, Cloud & Big Data Computing, Internet of People and Smart City Innovation (SmartWorld/SCALCOM/UIC/ATC/CBDCom/IOP/SCI)10.1109/SmartWorld-UIC-ATC-SCALCOM-IOP-SCI.2019.00164(767-774)Online publication date: Aug-2019
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