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Presence-EnhancingReal Walking User Interface
for First-Person Video Games
Computer Game Case Study우종화
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 redi-rected
• 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 Environ-ment
• 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 walk-ing
2.1 2.3
overall impres-sion
2.3 2.5
view direction 2.0 2.6
• players can be guided on circular arc with a ra-dius of 22.03m
• transitional environments increase of the sub-ject’s sense of presence
• subjects seem to move more safely and naturally