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Presence-Enhancing Real Walking User Interface for First-Person Video Games. Computer Game Case Study 우종 화. Abstract. First-person Game Virtual Reality Presence-Enhancing Real Walking Redirected Walking Transitional Environment. First-person Game.
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Presence-EnhancingReal 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
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 4.31 • 19% 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)
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