Presence-Enhancing Real Walking User Interface for First

advertisement
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
Download