Presence-EnhancingReal Walking User Interface
for First-Person Video Games
Computer Game Case Study우종화
Abstract• First-person Game• Virtual Reality• Presence-Enhancing• Real Walking• Redirected Walking• Transitional Environment
First-person Game• perspective of the player’s character• immersive gameplay
Virtual Reality (VR)• Enhance gameplay • head-mounted display
Real Walking• most natural way
• one-to-one mapping– Limited range of the tracking sensors– small workspace in the real world
• compression
Redirected Walking• When using only vision• perceiving paths of travel is difficult
• Compensate for small inconsistencies
Redirected Walking• Rotating the virtual camera• the user compensate by walking a circular arc
Transitional Environment• virtual replica of real environment
• how much humans can unknowingly be redi-rected
• whether or not a gradual transition increases the user’s sense of presence
Geocaching Game• treasure hunting game• immersive version• redirected walking and transitional environments
Game Interface Setup• 10m×7m darkened laboratory room• HMD• infrared LED• InertiaCube 2• Nintendo Wii remote controller
Transitional Environment
Virtual Portal
Walking Experiment• Redirect subjects• Subjects discriminate the walk direction
• 9 male and 3 female (age 19-50)• students or members of the departments• normal vision• Game experience 2/4/6
Walking Experiment• two-alternative forced-choice• point of subjective equality (PSE)
– The gain at which the subject responds “left” in 50% of the trials
• detection threshold (DTs)– 75% probability of choosing correct answer
Walking Experiment• radius r, curvature gain • = 1/r• rotate by 5,10,15,20,30 degrees after 5m walking•
Walking Experiment
Walking Experiment•
• radius 22.03m
• user can walk straight without restriction in 40m ×40m
Evaluation of Transitional Environ-ment
• 7 male and 3 female (age 23-53)• Game experience 3/4/3
• first with(TW) and • then without(RW) transitional environment
• reverse order
Subjective Presence• Slater-Usoh-Steed (SUS) presence questionnaire• six questions on a 1-to-7 Likert scale
Subjective Presence• RW average score of 3.63• TW average score of 4.31
• 19% increase of sense of presence
Behavioral Presence• video captured during the experiment• observer had to classify the way of walking– Speed– patterns– overall impression– relation between walk and view direction
Behavioral Presence• three levels– ex) very slow(1) – slow(2) – normal(3)
RW TWWalk speed 1.75 2.1pattern of walk-ing
2.1 2.3
overall impres-sion
2.3 2.5
view direction 2.0 2.6
• players can be guided on circular arc with a ra-dius of 22.03m
• transitional environments increase of the sub-ject’s sense of presence
• subjects seem to move more safely and naturally