Virtual reality is like any other technology, ever-changing and exponentially evolving in recent years. With the maturity of tech evolution of virtual reality the frequency of its use and the number of use cases increases. To achieve optimal development, the correct path of development is needed to be taken, therefore it is essential to research different interaction modalities and compare them in ways of user experience and simulator sickness. In this thesis, I wanted to determine whether the number of user tracking points positively affects user experience and VR sickness. To determine that, I used virtual feet trackers tracked by the external sensor.
To research the above-mentioned topic, I conducted an experiment with 6 participants, where I used the software Driver4VR combined with Microsoft Kinect for Xbox One in a dynamic virtual environment.
To gather user feedback, I used 4 questionnaires. The first and the last questionnaire used were case specific and made by me. The other two were standardised questionnaires called VRSQ and UEQ-S. Each of the six participants was put in the virtual environment with three different scenarios, which differed in interaction modality as well as the number of tracking points. Scenario A limited the user’s look to only using the VR controller’s joysticks. Scenario B allowed the user also to turn in the room, and Scenario C added feet tracking to scenario B. Each user had a different sequence of scenarios to counterbalance the study.
Users preferred scenario C, which allowed free look in real life and added interaction with feet, despite showing the highest VRSQ simulator sickness results and the second-highest FMS score. The FMS sickness score was the highest in Scenario A.
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