Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.

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Presentation transcript:

Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화

Abstract First-person Game Virtual Reality Presence-Enhancing Real Walking Redirected Walking Transitional Environment

First-person Game perspective of the player’s character immersive gameplay

Virtual Reality (VR) Enhance gameplay head-mounted display

Real Walking most natural way one-to-one mapping –Limited range of the tracking sensors –small workspace in the real world compression

Redirected Walking When using only vision perceiving paths of travel is difficult Compensate for small inconsistencies

Redirected Walking Rotating the virtual camera the user compensate by walking a circular arc

Transitional Environment virtual replica of real environment

how much humans can unknowingly be redirected whether or not a gradual transition increases the user’s sense of presence

Geocaching Game treasure hunting game immersive version redirected walking and transitional environments

Game Interface Setup 10m×7m darkened laboratory room HMD infrared LED InertiaCube 2 Nintendo Wii remote controller

Transitional Environment

Virtual Portal

Walking Experiment Redirect subjects Subjects discriminate the walk direction 9 male and 3 female (age 19-50) students or members of the departments normal vision Game experience 2/4/6

Walking Experiment two-alternative forced-choice point of subjective equality (PSE) –The gain at which the subject responds “left” in 50% of the trials detection threshold (DTs) –75% probability of choosing correct answer

Walking Experiment radius r, curvature gain = 1/r rotate by 5,10,15,20,30 degrees after 5m walking

Walking Experiment

radius 22.03m user can walk straight without restriction in 40m ×40m

Evaluation of Transitional Environment 7 male and 3 female (age 23-53) Game experience 3/4/3 first with(TW) and then without(RW) transitional environment reverse order

Subjective Presence Slater-Usoh-Steed (SUS) presence questionnaire six questions on a 1-to-7 Likert scale

Subjective Presence RW average score of 3.63 TW average score of % increase of sense of presence

Behavioral Presence video captured during the experiment observer had to classify the way of walking –Speed –patterns –overall impression –relation between walk and view direction

Behavioral Presence three levels –ex) very slow(1) – slow(2) – normal(3) RWTW Walk speed pattern of walking overall impression view direction2.02.6

players can be guided on circular arc with a radius of 22.03m transitional environments increase of the subject’s sense of presence subjects seem to move more safely and naturally