Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study...
-
Upload
ralph-carpenter -
Category
Documents
-
view
217 -
download
0
Transcript of Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study...
![Page 1: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/1.jpg)
Presence-EnhancingReal Walking User Interface
for First-Person Video Games
Computer Game Case Study우종화
![Page 2: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/2.jpg)
Abstract
• First-person Game• Virtual Reality• Presence-Enhancing• Real Walking• Redirected Walking• Transitional Environment
![Page 3: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/3.jpg)
First-person Game
• perspective of the player’s character• immersive gameplay
![Page 4: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/4.jpg)
Virtual Reality (VR)
• Enhance gameplay • head-mounted display
![Page 5: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/5.jpg)
Real Walking
• most natural way
• one-to-one mapping– Limited range of the tracking sensors– small workspace in the real world
• compression
![Page 6: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/6.jpg)
Redirected Walking
• When using only vision• perceiving paths of travel is difficult
• Compensate for small inconsistencies
![Page 7: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/7.jpg)
Redirected Walking
• Rotating the virtual camera• the user compensate by walking a circular arc
![Page 8: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/8.jpg)
Transitional Environment
• virtual replica of real environment
![Page 9: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/9.jpg)
• how much humans can unknowingly be redi-rected
• whether or not a gradual transition increases the user’s sense of presence
![Page 10: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/10.jpg)
Geocaching Game
• treasure hunting game• immersive version• redirected walking and transitional environments
![Page 11: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/11.jpg)
Game Interface Setup
• 10m×7m darkened laboratory room• HMD• infrared LED• InertiaCube 2• Nintendo Wii remote controller
![Page 12: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/12.jpg)
Transitional Environment
![Page 13: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/13.jpg)
Virtual Portal
![Page 14: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/14.jpg)
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
![Page 15: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/15.jpg)
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
![Page 16: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/16.jpg)
Walking Experiment
• radius r, curvature gain • = 1/r• rotate by 5,10,15,20,30 degrees after 5m walking•
![Page 17: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/17.jpg)
Walking Experiment
![Page 18: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/18.jpg)
Walking Experiment
•
• radius 22.03m
• user can walk straight without restriction in 40m ×40m
![Page 19: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/19.jpg)
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
![Page 20: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/20.jpg)
Subjective Presence
• Slater-Usoh-Steed (SUS) presence questionnaire• six questions on a 1-to-7 Likert scale
![Page 21: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/21.jpg)
Subjective Presence
• RW average score of 3.63• TW average score of 4.31
• 19% increase of sense of presence
![Page 22: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/22.jpg)
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
![Page 23: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/23.jpg)
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
![Page 24: Presence-Enhancing Real Walking User Interface for First-Person Video Games Computer Game Case Study 우종화.](https://reader036.fdocument.pub/reader036/viewer/2022062500/56649f1b5503460f94c31490/html5/thumbnails/24.jpg)
• 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