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A HEAD-TRACKED NAVIGATION SYSTEM

FOR VIRTUAL REALITY


Sebastian Muszynski / Interactive Content Design Laboratory / Academic advisor: Prof. Yoshifumi Kitamura

Purpose Prototype
The purpose of this research is to find out a way of im- In order to test a user interface based on the head move-
proving possible VR experiences in public places by al- ments only, a simple product-presentation application
lowing an interaction within the VR world without the has been designed and implemented by using a WebVR
need of using any controllers. In order to achieve that, technology.
a head-tracked navigation system has been proposed
as a feasible solution.

Background
With increasing popularity of virtual reality (VR) now-
adays, people tend to buy not only virtual reality
head-mounted displays (HMD) that allow them to im-
merse into a virtual world, but also different controllers
that are only compatible with the headset produced by
the same company.

Controllers offer more possibilities as they allow users


to move around and interact with the virtual environ- Figure 1. Mini-tutorial describes the possible actions.
ment. However, more and more frequently, having
proper controllers becomes a requirement and the only The main focus has been put on allowing to:
way to fully experience a VR application. efficiently choose a product,
look around the product in a comfortable way.

Whats wrong with the controllers? One of the biggest challenges was to find a balance be-
Yet another thing to buy sometimes it is the only tween the speed of objects and the overall user experi-
way to fully experience VR app/game. ence so that users would not feel nausea.

Not always available there are no official control-


lers for every VR headset (e.g. Google Cardboard).

Not for everyone there are many disabled/elderly


people not capable of or with limited hand move-
ments.

Require some free space around so that nothing


and nobody will get hit.

Safety/social acceptance issues a person having a


head-mounted display on loses the awareness of the
real environment around them. Figure 2. View after selecting a single product.

Technology used Conclusion


WebVR a way of bringing VR to a browser. The idea of using only head movements to navigate and
interact with within a VR world may increase the acces-
A-FRAME framework an open-source WebVR sibility of such experiences, especially in public places.
framework for creating VR apps with HTML. However, the lack of best practices and a clear way of
achieving that kind of navigation which would be effi-
HTML (Jade), CSS (Sass), JavaScript Jade as a tem- cient, comfortable, and easily to learn for a user, makes
plate engine for HTML; Sass as a preprocessor for CSS. it impossible to state an optimal solution.

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