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Presence-enhancing real walking user interface for first-person video games

Published: 04 August 2009 Publication History

Abstract

For most first-person video games it is important that players have a high level of feeling presence in the displayed game environment. Virtual reality (VR) technologies have enormous potential to enhance gameplay since players can experience the game immersively from the perspective of the player's virtual character. However, the VR technology itself, such as tracking devices and cabling, has until recently restricted the ability of users to really walk over long distances.
In this paper we introduce a VR-based user interface for presence-enhancing gameplay with which players can explore the game environment in the most natural way, i. e., by real walking. While the player walks through the virtual game environment, we guide him/her on a physical path which is different from the virtual path and fits into the VR laboratory space. In order to further increase the VR experience, we introduce the concept of transitional environments. Such a transitional environment is a virtual replica of the laboratory environment, where the VR experience starts and which enables a gradual transition to the game environment. We have quantified how much humans can unknowingly be redirected and whether or not a gradual transition to a first-person game via a transitional environment increases the user's sense of presence.

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cover image ACM Conferences
Sandbox '09: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
August 2009
173 pages
ISBN:9781605585147
DOI:10.1145/1581073
Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 04 August 2009

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Author Tags

  1. presence
  2. virtual reality
  3. walking interface

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  • (2024)LoCoMoTe – A Framework for Classification of Natural Locomotion in VR by Task, Technique and ModalityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.331343930:8(5765-5781)Online publication date: Aug-2024
  • (2024)Redirected Walking in Virtual RealityEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_253(1549-1559)Online publication date: 5-Jan-2024
  • (2020)Virtual Locomotion: A SurveyIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.288737926:6(2315-2334)Online publication date: 1-Jun-2020
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  • (2019)Standardized experimental estimation of the maximum unnoticeable environmental displacement during eye blinks for redirect walking in virtual reality2019 International Conference on Virtual Rehabilitation (ICVR)10.1109/ICVR46560.2019.8994726(1-2)Online publication date: Jul-2019
  • (2018)Natural locomotion based on a reduced set of inertial sensors: Decoupling body and head directions indoorsPLOS ONE10.1371/journal.pone.019519113:4(e0195191)Online publication date: 5-Apr-2018
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