TY - GEN
T1 - MazeRunVR
T2 - 2020 ACM CHI Conference on Human Factors in Computing Systems, CHI EA 2020
AU - Ragozin, Kirill
AU - Kunze, Kai
AU - Marky, Karola
AU - Pai, Yun Suen
N1 - Publisher Copyright:
© 2020 Owner/Author.
PY - 2020/4/25
Y1 - 2020/4/25
N2 - Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR applications. Yet, to our knowledge, there are few studies conducted in-the-wild to understand performance metrics and general user preference for different mechanics. In this paper, we present the first steps towards an open framework to create a VR locomotion benchmark. As a viability study, we investigate how well the users move in VR when using three different locomotion mechanics. It was played in over 124 sessions across 10 countries in a period of three weeks. The included prototype locomotion mechanics are arm swing,walk-in-place and trackpad movement. We found that over-all, users performed significantly faster using arm swing and trackpad when compared to walk-in-place. For subjective preference, arm swing was significantly more preferred over the other two methods. Finally for induced sickness, walk-in-place was the overall most sickness-inducing locomotion method.
AB - Locomotion in virtual reality (VR) is one of the biggest problems for large scale adoption of VR applications. Yet, to our knowledge, there are few studies conducted in-the-wild to understand performance metrics and general user preference for different mechanics. In this paper, we present the first steps towards an open framework to create a VR locomotion benchmark. As a viability study, we investigate how well the users move in VR when using three different locomotion mechanics. It was played in over 124 sessions across 10 countries in a period of three weeks. The included prototype locomotion mechanics are arm swing,walk-in-place and trackpad movement. We found that over-all, users performed significantly faster using arm swing and trackpad when compared to walk-in-place. For subjective preference, arm swing was significantly more preferred over the other two methods. Finally for induced sickness, walk-in-place was the overall most sickness-inducing locomotion method.
KW - Framework
KW - In the wild
KW - Locomotion
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85090225663&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85090225663&partnerID=8YFLogxK
U2 - 10.1145/3334480.3383035
DO - 10.1145/3334480.3383035
M3 - Conference contribution
AN - SCOPUS:85090225663
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI EA 2020 - Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 25 April 2020 through 30 April 2020
ER -