Homing by triangle completion in consumer-oriented virtual reality environments
Résumé
Homing is a fundamental task which plays a vital role in spatial navigation. Its performance depends on the computation of a homing vector, where human beings can use simultaneously two different cognitive strategies: an online strategy based on the self-motion cues known as path integration (PI), and an offline strategy called piloting based on the spatial image of the path. Studies using virtual reality environments (VE) have shown that human being can perform homing tasks with acceptable performance. However, in these studies, subjects were able to walk naturally across large tracking areas, or researchers provided them with high-end large-immersive displays. Unfortunately, these configurations are far from current consumer-oriented devices, and very little is known about how their limitations can influence these cognitive processes. Using a triangle completion paradigm, we assessed homing tasks in two consumer-oriented displays (an HTC Vive and a GearVR) and two consumer-oriented interaction devices (a Virtuix Omni Treadmill and a Touchpad Control). Our results show that when locomotion is available (treadmill condition), there exist significant effects regarding display and path complexity. In contrast, when locomotion is restricted (touchpad condition), some effects on path complexity were found. Thus, some future research directions are therefore proposed.
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