Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments

Full-Body Interaction & Embodied Input

Document Title

Rowing Beyond: Investigating Steering Methods for Rowing-Based Locomotion in Virtual Environments

Document Information

  • Subject Areas: Virtual Reality (VR), Motion-Sensing Games, User Experience, Human-Computer Interaction
  • Keywords: Virtual Reality, Rowing, Motion-Sensing Games, Locomotion Methods, Steering Control, Experimental Evaluation, User Experience

Research Background and Problem

  • Identified Issues or Challenges: Current VR rowing-based motion-sensing games are primarily limited to one-dimensional movement (forward and backward direction) and have not fully explored two-dimensional and three-dimensional spatial locomotion using rowing machines. The mapping of rowing machine movements to steering in 2D (plane movement) and 3D (e.g., flying or underwater exploration) environments remains unclear.
  • Significance: Free movement in 2D and 3D expands the possibilities of virtual environments, offering richer and more engaging interactive experiences while enhancing the enjoyment of user motion and exploration.
  • Research Motivation and Related Work: The authors aim to explore new interaction methods for rowing machines and propose steering techniques based on head, hand, and foot controls. These techniques are experimentally evaluated for their performance, user experience, and impact on VR sickness.

Solution

  • Proposed Solution: Three rowing-machine-based steering methods were designed:
    1. Head Steering: Controlling movement direction through head pitch and yaw.
    2. Hand Steering: Using the rowing machine handle’s roller rotation to control direction, with buttons for vertical movement.
    3. Foot Steering: Controlling left-right and vertical movement based on toe pressure distribution.
  • Innovations:
    • Addressing the issue of multidimensional movement with rowing machines, providing users with a freer and more immersive experience.
    • Comparing the performance and user experience of head, hand, and foot steering, with targeted designs leveraging different parts of the user’s body.
    • Introducing various input modalities, such as pressure sensing and buttons, and adapting game mechanics to the characteristics of rowing machines.
  • Technology and Implementation Steps:
    • Designing experimental interaction logic for head, hand, and foot steering (e.g., mapping head pitch to vertical movement).
    • Developing virtual environments using Unity and Oculus Quest 2, integrating ANT+ speed sensors and pressure sensors to collect real-time user operation data.
    • Designing 2D and 3D test tasks (e.g., collecting virtual coins to evaluate the efficiency of different steering techniques).

Research Results

  • Specific Findings:
    • Performance: Head steering demonstrated the highest efficiency, with shorter completion times and higher accuracy in both 2D and 3D environments; hand steering was more realistic but slightly less effective in 3D; foot steering performed well in 2D but poorly in 3D.
    • VR Sickness: All methods showed comparable levels of VR sickness, which were relatively low, though slightly higher in 3D scenarios compared to 2D.
    • User Experience:
      • Head Steering was considered the least burdensome and most intuitive method.
      • Hand Steering was regarded as the most realistic, with some users expressing a preference for it.
      • Foot Steering had a steeper learning curve and was more suitable for low-speed task scenarios.
      • In user testing, hand and head steering received higher willingness-to-use ratings in 3D and 2D environments, respectively.
  • Experimental Data and Conclusions:
    • Head steering outperformed other methods in task completion time and accuracy, with head and hand steering equally favored by users in 2D environments.
    • No significant differences in VR sickness were observed across methods, suggesting that rowing motion may alleviate sensory feedback issues.
  • Limitations and Future Directions:
    • The study was limited to coin collection tasks; future research could expand to exploratory task environments.
    • Foot steering’s complexity in 3D operations could be addressed by optimizing input mapping and pressure sensor layout to enhance user comfort.
    • Long-term effects, such as physical exertion and changes in VR sickness after prolonged use, require further exploration.
    • Combining methods (e.g., head and hand or hand and foot) may improve interaction efficiency and should be a focus of future studies.

Summary and Significance

This study provides practical and comparative analysis of multiple steering methods for rowing-machine-based VR locomotion. Head steering, due to its simplicity and precision, is suitable for motion-sensing games requiring high-speed interaction, while hand steering, with its realism, is better suited for scenarios emphasizing immersion. Foot steering performs well in 2D environments and has potential for enhancing user exploration and task diversity. The research offers valuable insights for the design of motion-sensing games and interaction in virtual environments, showcasing the possibilities of extending motion-sensing devices from 2D to 3D environments.

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https://hci.top/en/papers/chi/147740/2024

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DOI: https://doi.org/10.1145/3613904.3642192
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2024
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