计算机科学 ›› 2026, Vol. 53 ›› Issue (7): 80-90.doi: 10.11896/jsjkx.250800026
冀红茹1,2, 任洋甫1,2,3, 胥森哲4, 张松海1,2,3
JI Hongru1,2, REN Yangfu1,2,3, XU Senzhe4, ZHANG Songhai1,2,3
摘要: 虚拟现实(VR)为用户提供了一个沉浸式的三维数字环境,然而,要在有限的物理空间中实现无约束的自然行走体验,仍然面临诸多技术挑战。现有的VR移动方法,如传送、原地行走、重定向行走(Redirected Walking,RDW)等,取得了一定进展。然而,这些方法仍存在局限性,如缺乏自然感、对额外硬件的依赖以及可能引发晕动症等副作用。受洛伦兹收缩(Lorentz Contraction)物理现象的启发,提出了一种名为“三维空间收缩”的创新的VR移动方法。与洛伦兹收缩现象只在观测者行进方向上发生一维收缩不同,该方法根据用户移动速度的大小在三维空间中对虚拟环境进行缩放,不仅可以使用户通过较短的物理行走有效地跨越较长的虚拟距离,还可以使用户的视野变得更加宽阔。与RDW技术中的“平移增益”不同,三维空间收缩并不致力于微妙地欺骗用户的感知,而是允许用户显式感知空间的变化,因此在提升效率方面具有更好的效果。当用户的物理移动速度较快时,虚拟空间将在3个维度上进行收缩,此时用户的虚拟化身会相对高大,视野更加宽阔、移动更加简单;而在用户物理移动速度较慢时,虚拟空间则接近其原始大小,从而能够减少感知上的冲突。三维空间收缩是一种通用的移动方法,它不依赖于特定的虚拟场景。在两种虚拟场景中的实地用户研究表明,该方法在提高行走效率和查找效率方面效果显著,并且可以与现有移动技术(如RDW)进行有效集成。
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