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 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) RW TW Walk speed 1.75 2.1 pattern of walking 2.1 2.3 overall impression 2.3 2.5 view direction 2.0 2.6 • 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