Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments (2107.08439v2)
Abstract: Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as players are usually limited to experience the virtual world by vision and hearing only. One prominent example of such open challenges is the disparity between the real surroundings and the virtual environment. As virtual obstacles usually do not have a physical counterpart, players might walk through walls enclosing the level. Thus, past research mainly focussed on multisensory collision feedback to deter players from ignoring obstacles. However, the underlying causative reasons for such unwanted behavior have mostly remained unclear. Our work investigates how task types and wall appearances influence the players' incentives to walk through virtual walls. Therefore, we conducted a user study, confronting the participants with different task motivations and walls of varying opacity and realism. Our evaluation reveals that players generally adhere to realistic behavior, as long as the experience feels interesting and diverse. Furthermore, we found that opaque walls excel in deterring subjects from cutting short, whereas different degrees of realism had no significant influence on walking trajectories. Finally, we use collected player feedback to discuss individual reasons for the observed behavior.
- M. d. Luca, H. Seifi, S. Egan, and M. Gonzalez Franco, “Locomotion vault: the extra mile in analyzing VR locomotion techniques,” in ACM CHI, May 2021. [Online]. Available: https://www.microsoft.com/en-us/research/publication/locomotion-vault-the-extra-mile-in-analyzing-vr-locomotion-techniques/
- M. Usoh, K. Arthur, M. C. Whitton, R. Bastos, A. Steed, M. Slater, and F. P. Brooks, “Walking > walking-in-place > flying, in virtual environments,” in the 26th annual conference. ACM Press, 1999, Conference Proceedings, pp. 359–364.
- Facebook Technologies, LLC., “Oculus Quest 2,” Website, 2020, retrieved October 15, 2020 from https://www.oculus.com/quest-2/.
- A. L. Simeone, I. Mavridou, and W. Powell, “Altering user movement behaviour in virtual environments,” IEEE Transactions on Visualization and Computer Graphics, vol. 23, no. 4, pp. 1312–1321, 2017.
- S. Razzaque, Z. Kohn, and M. C. Whitton, “Redirected walking,” in Proceedings of EUROGRAPHICS, vol. 9. Citeseer, 2001, pp. 105–106.
- A. L. Simeone, E. Velloso, and H. Gellersen, “Substitutional reality: Using the physical environment to design virtual reality experiences,” in CHI ’15: CHI Conference on Human Factors in Computing Systems. Seoul Republic of Korea: ACM, 2015, Conference Proceedings, pp. 3307–3316.
- M. Boldt, B. Liu, T. Nguyen, A. Panova, R. Singh, A. Steenbergen, R. Malaka, J. Smeddinck, M. Bonfert, I. Lehne, M. Cahnbley, K. Korschinq, L. Bikas, S. Finke, M. Hanci, and V. Kraft, “You shall not pass: Non-intrusive feedback for virtual walls in VR environments with room-scale mapping,” in 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). Reutlingen: IEEE, 2018, Conference Proceedings, pp. 143–150.
- J. Hartmann, C. Holz, E. Ofek, and A. D. Wilson, “Realitycheck: Blending virtual environments with situated physical reality,” in CHI ’19: CHI Conference on Human Factors in Computing Systems. Glasgow Scotland Uk: ACM, 2019, Conference Proceedings, pp. 1–12.
- M. Slater and A. Steed, “A virtual presence counter,” Presence: Teleoperators and Virtual Environments, vol. 9, no. 5, pp. 413–434, 2000.
- K. J. Blom and S. Beckhaus, “Virtual collision notification,” in 2010 IEEE Symposium on 3D User Interfaces (3DUI). Waltham, MA, USA: IEEE, 2010, Conference Proceedings.
- N. Ogawa, T. Narumi, H. Kuzuoka, and M. Hirose, “Do you feel like passing through walls?: Effect of self-avatar appearance on facilitating realistic behavior in virtual environments,” in CHI ’20: CHI Conference on Human Factors in Computing Systems. Honolulu HI USA: ACM, 2020, Conference Proceedings, pp. 1–14.
- M. Slater, “Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments,” Philosophical Transactions of the Royal Society B: Biological Sciences, vol. 364, no. 1535, pp. 3549–3557, 2009.
- M. J. Habgood, D. Wilson, D. Moore, and S. Alapont, “HCI lessons from PlayStation VR,” in Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, ser. CHI PLAY ’17 Extended Abstracts. New York, NY, USA: ACM, 2017, pp. 125–135. [Online]. Available: http://doi.acm.org/10.1145/3130859.3131437
- R. A. Ruddle and S. Lessels, “The benefits of using a walking interface to navigate virtual environments,” ACM Transactions on Computer-Human Interaction, vol. 16, no. 1, pp. 1–18, 2009.
- J. N. Templeman, P. S. Denbrook, and L. E. Sibert, “Virtual locomotion: Walking in place through virtual environments,” Presence: Teleoperators and Virtual Environments, vol. 8, no. 6, pp. 598–617, 1999.
- C. Boletsis, “The new era of virtual reality locomotion: A systematic literature review of techniques and a proposed typology,” Multimodal Technologies and Interaction, vol. 1, no. 4, p. 24, 2017.
- T. C. Peck, H. Fuchs, and M. C. Whitton, “Evaluation of reorientation techniques and distractors for walking in large virtual environments,” IEEE Transactions on Visualization and Computer Graphics, vol. 15, no. 3, pp. 383–394, 2009.
- B. E. Insko, “Passive haptics significantly enhances virtual environments,” Ph.D. dissertation, University of North Carolina at Chapel Hill, 2001.
- M. Azmandian, M. Hancock, H. Benko, E. Ofek, and A. D. Wilson, “Haptic retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality experiences,” in Proceedings of the 2016 chi conference on human factors in computing systems, 2016, pp. 1968–1979.
- D. S. Pamungkas and K. Ward, “Electro-tactile feedback system to enhance virtual reality experience,” International Journal of Computer Theory and Engineering, vol. 8, no. 6, pp. 465–470, 2016.
- P. Lopes, A. Ion, and P. Baudisch, “Impacto: Simulating physical impact by combining tactile stimulation with electrical muscle stimulation,” in UIST ’15: The 28th Annual ACM Symposium on User Interface Software and Technology. Charlotte NC USA: ACM, 2015, Conference Proceedings, pp. 11–19.
- P. Lopes, S. You, L.-P. Cheng, S. Marwecki, and P. Baudisch, “Providing haptics to walls & heavy objects in virtual reality by means of electrical muscle stimulation,” in CHI ’17: CHI Conference on Human Factors in Computing Systems. Denver Colorado USA: ACM, 2017, Conference Proceedings, pp. 1471–1482.
- E. Burns, S. Razzaque, A. T. Panter, M. C. Whitton, M. R. McCallus, and F. P. Brooks, “The hand is more easily fooled than the eye: Users are more sensitive to visual interpenetration than to visual-proprioceptive discrepancy,” Presence: Teleoperators and Virtual Environments, vol. 15, no. 1, pp. 1–15, 2006.
- P. Jiménez, F. Thomas, and C. Torras, “3D collision detection: a survey,” Computers & Graphics, vol. 25, no. 2, pp. 269–285, 2001.
- K. J. Blom and S. Beckhaus, “Virtual travel collisions: Response method influences perceived realism of virtual environments,” ACM Transactions on Applied Perception, vol. 10, no. 4, pp. 1–19, 2013.
- J. Jacobson and M. Lewis, “An experimental comparison of three methods for collision handling in virtual environments,” Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 41, no. 2, pp. 1273–1277, 1997.
- A. Bloomfield and N. I. Badler, “Collision awareness using vibrotactile arrays,” in 2007 IEEE Virtual Reality Conference. Charlotte, NC, USA: IEEE, 2007, Conference Proceedings.
- J. Ryu and G. J. Kim, “Using a vibro-tactile display for enhanced collision perception and presence,” in the ACM symposium. Hong Kong: ACM Press, 2004, Conference Proceedings, p. 89.
- C. Afonso and S. Beckhaus, “How to not hit a virtual wall: aural spatial awareness for collision avoidance in virtual environments,” in the 6th Audio Mostly Conference. Coimbra, Portugal: ACM Press, 2011, Conference Proceedings, pp. 101–108.
- M. Slater, P. Khanna, J. Mortensen, and I. Yu, “Visual realism enhances realistic response in an immersive virtual environment,” IEEE Computer Graphics and Applications, vol. 29, no. 3, pp. 76–84, 2009.
- R. A. Ruddle, E. Volkova, and H. H. Bülthoff, “Learning to walk in virtual reality,” ACM Transactions on Applied Perception, vol. 10, no. 2, pp. 1–17, 2013.
- P. W. Fink, P. S. Foo, and W. H. Warren, “Obstacle avoidance during walking in real and virtual environments,” ACM Transactions on Applied Perception, vol. 4, no. 1, p. 2, 2007.
- G. Cirio, A.-H. Olivier, M. Marchal, and J. Pettre, “Kinematic evaluation of virtual walking trajectories,” IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 4, pp. 671–680, 2013.
- Unity Technologies, “Unity,” Website, 2020, retrieved October 26, 2020 from https://unity.com/.
- HTC Corporation, “HTC Vive Pro,” Website, 2020, retrieved October 26, 2020 from https://www.vive.com/eu/product/vive-pro/.
- B. G. Witmer and M. J. Singer, “Measuring presence in virtual environments: A presence questionnaire,” Presence, vol. 7, no. 3, pp. 225–240, 1998.
- T. W. Schubert, F. Friedmann, and H. T. Regenbrecht, “Decomposing the sense of presence: Factor analytic insights,” in 2nd international workshop on presence, vol. 1999, 1999.
- V. Braun and V. Clarke, “Using thematic analysis in psychology,” Qualitative research in psychology, vol. 3, no. 2, pp. 77–101, 2006.