Navigation speed for most of navigation interfaces is still determined through rate-control devices (e.g. joysticks or game pads). The interface designer has to determine the range of optimal speeds which is typically determined by the level of scale of the environment and the simulated navigation. However, this solution is not valid for complex environments (e.g. multi-scale environments) which might result in inappropriate navigation speeds leading to non-desired side effects such as motion sickness. To cope with this limitation, we propose an speed adaptation algorithm which considers the layout of the virtual environment from the users viewpoint and the users’ perception of motion. Two main benefits arise from its usage. First, our approach is able to adapt the navigation speed in multi-scale virtual environments and second, is able to provide a smooth navigation experience decreasing the jerkiness of the trajectory. We compared our approach with state of the art approaches in a desktop environment. The results showed that our approach is able to provide a comparable performance as existing approaches but also minimizes the jerkiness of trajectories. The results obtained encourage us to extend our approach to its usage in fully immersive setups in order to explore whether or not it is able to decrease the effects of motion sickness.

Publications

  • Argelaguet, F. "Adaptive navigation for virtual environments," IEEE Symposium on 3D User Interfaces (3DUI), 2014, pp. 123-126. doi: 10.1109/3DUI.2014.7027325
  • Argelaguet F., Morgant M. "GiAnt: Stereoscopic-Compliant Multi-Scale Navigation in VEs". ACM Symposium on Virtual Reality Software and Technology. 2016