探索潜行作为虚拟环境的一种趣味输入模态
Towards Sneaking as a Playful Input Modality for Virtual Environments
AI总结:
该研究探索潜行作为虚拟环境的趣味输入模态,开发三种技术方案并评估发现,聚焦玩家意图的抽象方案可在提供更易理解反馈的同时实现同等体验,为沉浸式VR交互提供新方向。
摘要:
借助虚拟现实设备,用户可以脱离周围环境,完全沉浸在刺激且富有吸引力的虚拟环境中。这类沉浸式体验的成功很大程度上取决于与虚拟世界自然且具吸引力的交互。由于开发者往往聚焦于直观的手部控制,人体全身能力所涵盖的其他方面很容易被闲置。用户的步态是一种反复被忽视的输入模态。尽管用户可以通过实际行走来探索环境,但行走方式通常无关紧要。然而,利用人类步态中包含的各类信息,基于步态的交互能够为沉浸式体验带来可观的益处。例如,潜行类VR游戏可以从这种额外的交互保真度范围中获益,具体形式为基于潜行的输入模态。在本研究中,我们探索了潜行作为虚拟环境趣味输入模态的潜力。为此,我们探讨了可行的基于潜行的游戏机制,并开发了三种技术方案,包括精确足部追踪以及两种抽象层级方案。我们的评估揭示了沉浸式虚拟环境(IVEs)中基于潜行的交互的潜力,这类交互能带来独特的挑战和刺激的游戏体验。对于这类交互而言,对每一步脚步进行精确追踪是不必要的,因为一种更抽象、聚焦于玩家意图的方案在提供更易理解的反馈的同时,能带来相同的体验。基于这些发现,我们探讨了这种以步态为核心的交互更广泛的潜力以及各自的优势。
英文摘要:
Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences depends heavily on natural and engaging interactions with the virtual world. As developers tend to focus on intuitive hand controls, other aspects of the broad range of full-body capabilities are easily left vacant. One repeatedly overlooked input modality is the user's gait. Even though users may walk physically to explore the environment, it usually does not matter how they move. However, gait-based interactions, using the variety of information contained in human gait, could offer interesting benefits for immersive experiences. For instance, stealth VR-games could profit from this additional range of interaction fidelity in the form of a sneaking-based input modality. In our work, we explore the potential of sneaking as a playful input modality for virtual environments. Therefore, we discuss possible sneaking-based gameplay mechanisms and develop three technical approaches, including precise foot-tracking and two abstraction levels. Our evaluation reveals the potential of sneaking-based interactions in IVEs, offering unique challenges and thrilling gameplay. For these interactions, precise tracking of individual footsteps is unnecessary, as a more abstract approach focusing on the players' intention offers the same experience while providing better comprehensible feedback. Based on these findings, we discuss the broader potential and individual strengths of our gait-centered interactions.
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。