Abstract
The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.
Original language | English |
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Article number | 246 |
Pages (from-to) | 1-24 |
Number of pages | 24 |
Journal | Proceedings of the ACM on Human-Computer Interaction |
Volume | 6 |
Issue number | CHI PLAY |
DOIs | |
Publication status | Published - 31 Oct 2022 |
Externally published | Yes |
Event | 9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 - Bremen, Germany Duration: 2 Nov 2022 → 5 Nov 2022 https://chiplay.acm.org/2022/ |
Keywords
- virtual reality games
- tunnel
- travel
- portal
- physical walking
- navigation
- movement
- locomotion technique
- cybersickness
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Dive into the research topics of 'Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games'. Together they form a unique fingerprint.Prizes
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Honorable Mention Award
Cmentowski, S. (Recipient), Kievelitz, F. (Recipient) & Krüger, J. (Recipient), 2 Nov 2022
Prize: Other › Career, activity or publication related prizes (lifetime, best paper, poster etc.) › Scientific