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Published byRalph Carpenter Modified over 9 years ago
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Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화
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Abstract First-person Game Virtual Reality Presence-Enhancing Real Walking Redirected Walking Transitional Environment
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First-person Game perspective of the player’s character immersive gameplay
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Virtual Reality (VR) Enhance gameplay head-mounted display
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Real Walking most natural way one-to-one mapping –Limited range of the tracking sensors –small workspace in the real world compression
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Redirected Walking When using only vision perceiving paths of travel is difficult Compensate for small inconsistencies
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Redirected Walking Rotating the virtual camera the user compensate by walking a circular arc
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Transitional Environment virtual replica of real environment
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how much humans can unknowingly be redirected whether or not a gradual transition increases the user’s sense of presence
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Geocaching Game treasure hunting game immersive version redirected walking and transitional environments
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Game Interface Setup 10m×7m darkened laboratory room HMD infrared LED InertiaCube 2 Nintendo Wii remote controller
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Transitional Environment
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Virtual Portal
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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
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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
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Walking Experiment radius r, curvature gain = 1/r rotate by 5,10,15,20,30 degrees after 5m walking
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Walking Experiment
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radius 22.03m user can walk straight without restriction in 40m ×40m
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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
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Subjective Presence Slater-Usoh-Steed (SUS) presence questionnaire six questions on a 1-to-7 Likert scale
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Subjective Presence RW average score of 3.63 TW average score of 4.31 19% increase of sense of presence
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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
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Behavioral Presence three levels –ex) very slow(1) – slow(2) – normal(3) RWTW Walk speed1.752.1 pattern of walking2.12.3 overall impression2.32.5 view direction2.02.6
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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
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