When using virtual reality head-mounted displays to watch 360-degree videos, users often remain stationary, requiring extreme head rotations to explore scenes behind them. This can be cumbersome, potentially harmful, and lead to neck strain. To address this, we evaluate three interaction methods commonly used in virtual reality as alternatives to head rotation for navigating 360-degree videos. The methods include a graphical user interface (buttons), a hardware-based approach (thumbstick), and a gesture-based approach (video dragging). In a comparative study with 25 participants, we examined these approaches in scenarios requiring full exploration of 360-degree content. Results show that the hardware-based thumbstick method is preferred, while the gesture-based approach also holds potential. In contrast, the graphical interface was the least effective and rejected by all participants. We propose initial guidelines and suggest future research directions, particularly focusing on cybersickness mitigation.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Rotation Methods for 360-Degree Videos in Virtual Reality – A Comparative Study

  • Wolfgang Hürst,
  • Leo Zeches

摘要

When using virtual reality head-mounted displays to watch 360-degree videos, users often remain stationary, requiring extreme head rotations to explore scenes behind them. This can be cumbersome, potentially harmful, and lead to neck strain. To address this, we evaluate three interaction methods commonly used in virtual reality as alternatives to head rotation for navigating 360-degree videos. The methods include a graphical user interface (buttons), a hardware-based approach (thumbstick), and a gesture-based approach (video dragging). In a comparative study with 25 participants, we examined these approaches in scenarios requiring full exploration of 360-degree content. Results show that the hardware-based thumbstick method is preferred, while the gesture-based approach also holds potential. In contrast, the graphical interface was the least effective and rejected by all participants. We propose initial guidelines and suggest future research directions, particularly focusing on cybersickness mitigation.