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On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR.

Chen Wang, Song-Hai Zhang, Yizhuo Zhang

    IEEE Transactions on Visualization and Computer Graphics
    |March 16, 2022
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    Virtual reality users in seated HMDs have a smaller detection range for rotation gains compared to standing users. Findings guide the design of seated VR experiences by identifying applicable head amplification gains.

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    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality Perception
    • Immersive Technologies

    Background:

    • Head-mounted displays (HMDs) allow virtual scene exploration via head tracking.
    • Seated HMD use limits physical rotation, necessitating redirection techniques.
    • Redirected motion in VR decouples physical and virtual movement for enhanced exploration.

    Purpose of the Study:

    • To compare rotation gain perception thresholds between seated and standing VR users.
    • To investigate the impact of limited physical movement on VR interaction.
    • To determine applicable head amplification gains for seated VR experiences.

    Main Methods:

    • A two-alternative forced-choice (2AFC) experiment was conducted.
    • Rotation gain detection thresholds were measured for both seated and standing conditions.
    • Head amplification as an interaction technique was evaluated.

    Main Results:

    • Seated users could not discriminate rotation gains between 0.89 and 1.28, a narrower range than standing users.
    • A head amplification gain of 2.5 was identified as near the maximum applicable gain for seated users.
    • Perception thresholds for rotation gains differ significantly based on user posture.

    Conclusions:

    • User posture (seated vs. standing) influences the perception of rotation gains in VR.
    • Understanding these perceptual differences is crucial for designing effective seated VR applications.
    • Results provide practical guidance for implementing redirection and head amplification techniques in VR.