Researching Games
BarCamp 2016



Perceptual Aspects of
Locomotion in VR


Eike Langbehn

Human-Computer Interaction
University of Hamburg

Oculus Rift HTC Vive
Gamepad Real Walking

Walking-In-Place


Langbehn et al. GI VR/AR 2015
Evaluation of an Omnidirectional Walking-in-Place User Interface with Virtual Locomotion Speed Scaled by Forward Leaning Angle

Benefits of Real Walking

Sense of presence


Usoh et al. SIGGRAPH 1999
Walking > walking-in-place > flying

Navigational Performance


Usoh et al. TOCHI 2009
The benefits of using a walking interface to navigate virtual environments

Spatial Knowledge


Peck et al. IEEE VR 2011
An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces

Spatial Knowledge


Peck et al. IEEE VR 2011
An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces

Multimodal Information

  • Visual
  • Auditory
  • (Haptic)
  • Proprioceptive
  • Vestibular

Drawbacks of Real Walking


Possibilities

Change blindness


Suma et al. IEEE VR 2011
Leveraging Change Blindness for Redirection in Virtual Environments

Change blindness


Suma et al. IEEE VR 2011
Leveraging Change Blindness for Redirection in Virtual Environments

Change blindness


Suma et al. IEEE VR 2011
Leveraging Change Blindness for Redirection in Virtual Environments

Change blindness


Suma et al. IEEE VR 2011
Leveraging Change Blindness for Redirection in Virtual Environments

Redirected Walking


Redirected Walking


Bruder et al. IEEE TVCG 2015
Cognitive Resource Demands of Redirected Walking

Redirected Walking


Razzaque et al. EUROGRAPHICS 2001
Redirected Walking

Redirected Walking


Spatial Perception

Multi-Scale Collaborative Virtual Environments

Sulon Playstation VR
Langbehn et al. IEEE 3DUI 2016
Scale Matters! Analysis of Dominant Scale Estimation in the Presence of Conflicting Cues in Multi-Scale Collaborative Virtual Environments

200m 100m 2m 1m 20m 10m

Estimation of dominant scale

  • type of environment
  • virtual self-representation
  • presence of other avatars

Results

H2 H1

Results

H4 H5

Guidelines

  1. Communicate dominant scale of the MCVE to all users.
  2. If unnatural artificial MCVEs are displayed, use additional scale cues for all users, such as a group of avatars at a consistent scale level.
  3. Even natural urban MCVEs benefit from such additional scale cues at a consistent scale with the environment by reinforcing its dominant scale.
  4. Visibility of one’s virtual avatar increases the probability that users use it as dominant scale, which can be beneficial if collaborating users are at the same scale level, but leads to misunderstandings otherwise.

Distance Estimation



Distance Estimation



Distance Estimation



Future Work

  • (Eye tracking based) Blur effects
    • to widen detection thresholds
    • to reduce motion sickness
    • to improve gamepad locomotion
  • User Acceptance

Thank you for your attention!

Questions?