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Proceedings

JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality

Dennis Wolf, Katja Rogers, Christoph Kunder, and Enrico Rukzio. 2020. JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI 2020). ACM. doi:10.1145/3313831.3376243
DOIBibTeX
@inproceedings{10.1145/3313831.3376243,
author = {Wolf, Dennis and Rogers, Katja and Kunder, Christoph and Rukzio, Enrico},
title = {JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality},
year = {2020},
isbn = {9781450367080},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3313831.3376243},
doi = {10.1145/3313831.3376243},
booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
pages = {1–12},
numpages = {12},
keywords = {vr, jumping, super human, hyper realism, virtual reality, immersion},
location = {Honolulu, HI, USA},
series = {CHI ’20}
}

Abstract

One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more realistic techniques (e.g. walking). As an alternative that combines realistic physical movement with hyper-realistic virtual outcome, we present JumpVR, a jump-based locomotion augmentation technique that virtually scales users' physical jumps. In a user study (N=28), we show that jumping in VR (regardless of scaling) can significantly increase presence, motivation and immersion compared to teleportation, while largely not increasing simulator sickness. Further, participants reported higher immersion and motivation for most scaled jumping variants than forward-jumping. Our work shows the feasibility and benefits of jumping in VR and explores suitable parameters for its hyper-realistic scaling. We discuss design implications for VR experiences and research.

 

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