Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study...

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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