A Comparison of Effectiveness and Immersion of Different Gait Techniques in Virtual Reality

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Authors

Andersen, Kurt T.

Issue Date

2019

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Thesis

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Gait Techniques , Immersion , Locomotion , Motion Sickness , User Study , Virtual Reality

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Abstract

In the budding world of virtual reality, immersion is one of the greatest aspirations and challenges for developers. Giving a user the most immersion will allow for them to get the full experience of the application they are using. One of the most difficult things when immersing a user is their method of locomotion. There are many ways to move a user through a virtual environment, but this can break the users immersion. Another difficulty could be the amount of effort exerted by the user in order to move through the virtual environment. If a user is using an application for an extended period of time, there should be minimal fatigue from the method of locomotion as locomotion is more than likely the secondary task of an application. User effort should be more focused on the primary tasks within applications rather than the secondaries. The user study performed here showed that there is no statistical correlation to efficiency between the tested methods of movement. Efficiency in this thesis correlates to how quickly a participant completes a test. This study did show there was a significance in motion sickness between two tested methods, gaitless and gait-negation, while partial gait had no correlation to the others. In the case of immersion, the majority of participants claimed that the partial gait method was the best. For effort, participants claimed that the gait-negation method was the most exhausting between the three.

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