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