Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/2984751.2984788acmconferencesArticle/Chapter ViewAbstractPublication PagesuistConference Proceedingsconference-collections
abstract

Asymmetric Design Approach and Collision Avoidance Techniques For Room-scale Multiplayer Virtual Reality

Published: 16 October 2016 Publication History

Abstract

Recent advances in consumer virtual reality (VR) technology have made it easy to accurately capture users' motions over room-sized areas allowing natural locomotion for navigation in VR. While this helps create a stronger match between proprioceptive information from human body movements for enhancing immersion and reducing motion sickness, it introduces a few challenges. Walking is only possible within virtual environments (VEs) that fit inside the boundaries of the tracked physical space which for most users is quite small. Within this space the potential for colliding with physical objects around the play area is high. Additionally, only limited haptic feedback is available. In this paper, I focus on the problem of variations in the size and shape of each user's tracked physical space for multiplayer interactions. As part of the constrained physical space problem, I also present an automated system for steering the user away from play area boundaries using Galvanic Vestibular Stimulation (GVS). In my thesis, I will build techniques to enable the system to intelligently apply redirection and GVS-based steering as users explore virtual environments of arbitrary sizes.

References

[1]
Cheng, L.-P., Roumen, T., Rantzsch, H., Köhler, S., Schmidt, P., Kovacs, R., Jasper, J., Kemper, J., and Baudisch, P. Turkdeck: Physical virtual reality based on people. In Proc. of the 28th Annual ACM Symposium on User Interface Software & Technology, ACM (2015), 417--426.
[2]
Fitzpatrick, R. C., Wardman, D. L., and Taylor, J. L. Effects of galvanic vestibular stimulation during human walking. The Journal of Physiology 517, 3 (1999), 931--939.
[3]
Gordon, C., Fletcher, W., Jones, G. M., and Block, E. Adaptive plasticity in the control of locomotor trajectory. Experimental Brain Research 102, 3 (1995), 540--545.
[4]
Hinckley, K., Pausch, R., Goble, J. C., and Kassell, N. F. Passive real-world interface props for neurosurgical visualization. In Proc. of the SIGCHI conference on Human factors in computing systems, ACM (1994), 452--458.
[5]
Hoffman, H. G. Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments. In Virtual Reality Annual International Symposium, 1998. Proc., IEEE 1998, IEEE (1998), 59--63.
[6]
Insko, B. E. Passive haptics significantly enhances virtual environments. PhD thesis, University of North Carolina at Chapel Hill, 2001.
[7]
Nuernberger, B., Ofek, E., Benko, H., and Wilson, A. D. Snaptoreality: Aligning augmented reality to the real world. In Proc. of the 2016 CHI Conference on Human Factors in Computing Systems, CHI '16, ACM (New York, NY, USA, 2016), 1233--1244.
[8]
Razzaque, S., Kohn, Z., and Whitton, M. C. Redirected walking. In Proc. of EUROGRAPHICS, vol. 9, Citeseer (2001), 105--106.
[9]
Simeone, A. L., Velloso, E., and Gellersen, H. Substitutional reality: Using the physical environment to design virtual reality experiences. In Proc. of the 33rd Annual ACM Conference on Human Factors in Computing Systems, ACM (2015), 3307--3316.
[10]
Slater, M. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (2009), 3549--3557.
[11]
Sra, M., and Schmandt, C. Metaspace: Full-body tracking for immersive multiperson virtual reality. In Proc. of the 28th Annual ACM Symposium on User Interface Software & Technology, ACM (2015), 47--48.
[12]
Suma, E. A., Lipps, Z., Finkelstein, S., Krum, D. M., and Bolas, M. Impossible spaces: Maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Transactions on Visualization and Computer Graphics 18, 4 (2012), 555--564.
[13]
Sutherland, I. E. A head-mounted three dimensional display. In Proc. of the December 9-11, 1968, fall joint computer conference, part I, ACM (1968), 757--764.
[14]
Usoh, M., Arthur, K., Whitton, M. C., Bastos, R., Steed, A., Slater, M., and Brooks Jr, F. P. Walking and walking-in-place and flying, in virtual environments. In Proc. of the 26th annual conference on Computer graphics and interactive techniques, ACM Press/Addison-Wesley Publishing Co. (1999), 359--364.
[15]
Waters, R. C., Anderson, D. B., Barrus, J. W., Brogan, D. C., Casey, M. A., McKeown, S. G., Nitta, T., Sterns, I. B., and Yerazunis, W. S. Diamond park and spline: Social virtual reality with 3d animation, spoken interaction, and runtime extendability. Presence: Teleoperators and Virtual Environments 6, 4 (1997), 461--481.

Cited By

View all
  • (2024)TensionFab: Fabrication of Room-scale Surface Structures From the Tension-Active Form of Planar ModulesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641958(1-16)Online publication date: 11-May-2024
  • (2024)PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337209530:5(2559-2569)Online publication date: May-2024
  • (2023)Investigating Guardian Awareness Techniques to Promote Safety in Virtual Reality2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00078(631-640)Online publication date: Mar-2023
  • Show More Cited By

Index Terms

  1. Asymmetric Design Approach and Collision Avoidance Techniques For Room-scale Multiplayer Virtual Reality

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    UIST '16 Adjunct: Adjunct Proceedings of the 29th Annual ACM Symposium on User Interface Software and Technology
    October 2016
    244 pages
    ISBN:9781450345316
    DOI:10.1145/2984751
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 16 October 2016

    Check for updates

    Author Tags

    1. 3d mapping
    2. asymmetric design
    3. galvanic vestibular stimulation
    4. games
    5. head-mounted displays
    6. natural locomotion
    7. obstacle avoidance
    8. tracking
    9. virtual reality

    Qualifiers

    • Abstract

    Conference

    UIST '16

    Acceptance Rates

    UIST '16 Adjunct Paper Acceptance Rate 79 of 384 submissions, 21%;
    Overall Acceptance Rate 355 of 1,733 submissions, 20%

    Upcoming Conference

    UIST '25
    The 38th Annual ACM Symposium on User Interface Software and Technology
    September 28 - October 1, 2025
    Busan , Republic of Korea

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)43
    • Downloads (Last 6 weeks)8
    Reflects downloads up to 28 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)TensionFab: Fabrication of Room-scale Surface Structures From the Tension-Active Form of Planar ModulesProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641958(1-16)Online publication date: 11-May-2024
    • (2024)PetPresence: Investigating the Integration of Real-World Pet Activities in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337209530:5(2559-2569)Online publication date: May-2024
    • (2023)Investigating Guardian Awareness Techniques to Promote Safety in Virtual Reality2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00078(631-640)Online publication date: Mar-2023
    • (2022)Causality-preserving Asynchronous RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501836(1-15)Online publication date: 29-Apr-2022
    • (2022)Virtual Reality Multiplayer Interaction and Medical Patient Handoff Training and AssessmentITNG 2022 19th International Conference on Information Technology-New Generations10.1007/978-3-030-97652-1_3(17-23)Online publication date: 14-Feb-2022
    • (2020)Go-ThroughProceedings of the Augmented Humans International Conference10.1145/3384657.3384784(1-10)Online publication date: 16-Mar-2020
    • (2020)A Survey of Full-Body Motion Reconstruction in Immersive Virtual Reality ApplicationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2019.291260726:10(3089-3108)Online publication date: 1-Oct-2020
    • (2018)ShareSpaceProceedings of the 31st Annual ACM Symposium on User Interface Software and Technology10.1145/3242587.3242630(499-509)Online publication date: 11-Oct-2018
    • (2018)VirtualSpace - Overloading Physical Space with Multiple Virtual Reality UsersProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3173815(1-10)Online publication date: 21-Apr-2018
    • (2018)Towards an Integrated Approach to Studying Virtual Reality-Mediated Social BehaviorsHuman-Computer Interaction. Theories, Methods, and Human Issues10.1007/978-3-319-91238-7_9(102-113)Online publication date: 15-Jul-2018
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media