arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 1908.00379cs.HC

Outstanding:一种面向虚拟现实游戏的多视角移动方法

Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games

Sebastian Cmentowski, Andrey Krekhov, Jens Krüger

AI总结:

针对VR游戏开放世界探索中现有导航方法的局限,提出可按需切换第一人称与第三人称鸟瞰视角的移动方案,经评估可提升空间定向能力、避免晕动症并保留沉浸感,还给出了设计指南。

摘要:

在虚拟现实游戏中,玩家会沉浸于虚构环境,体验极具吸引力的沉浸式世界。当前最先进的VR系统支持通过物理行走实现自然直观的导航。然而,追踪空间仍然有限,需要可行的替代方案以抵达更远的虚拟目的地。我们的研究聚焦于广阔开放世界的探索——在这一领域,现有的局部导航方法(如基于弧线的传送)并不适用,而微缩世界(world-in-miniature)技术可能会降低沉浸感。我们提出了一种适用于开放环境的全新方案:核心思路是让玩家能够按需从第一人称视角切换到第三人称鸟瞰视角。从高空视角下,玩家可以操控自己的虚拟形象,启动长距离移动。我们的评估显示,该方法显著提升了空间定向能力,同时避免了晕动症,且保留了沉浸感、趣味性和操作胜任感。我们将研究发现总结为一套全面的设计指南,以帮助开发者集成我们的技术。

英文摘要:

In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking space is still limited, and viable alternatives are required to reach further virtual destinations. Our work focuses on the exploration of vast open worlds - an area where existing local navigation approaches such as the arc-based teleport are not ideally suited and world-in-miniature techniques potentially reduce presence. We present a novel alternative for open environments: Our idea is to equip players with the ability to switch from first-person to a third-person bird's eye perspective on demand. From above, players can command their avatar and initiate travels over large distance. Our evaluation reveals a significant increase in spatial orientation while avoiding cybersickness and preserving presence, enjoyment, and competence. We summarize our findings in a set of comprehensive design guidelines to help developers integrate our technique.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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