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An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

机译:深入探讨了在虚拟现实中第一人称射击游戏的2D / 3D视图和控制器类型的效果

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The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.
机译:在虚拟现实(VR)的研究兴趣金额在过去的几年中已经显著上升,无论是在学术界和工业界。商业VR头戴式显示器(HMD中)的发行一直是主要因素。但是,仍然有许多需要学习,观点和输入技术,以及它们之间的相互作用特别是如何,影响VR体验。有在VR第一人称射击游戏(FPS)游戏做了一些工作,和那几个研究都集中在VR FPS的一个方面。他们或者集中在视图中,例如,比较VR典型的2D显示或在控制器的类型。据我们所知,目前还没有研究调查的头戴式显示2D / 3D视图,控制器的类型,以及它们之间的相互作用的变化。因此,它是具有挑战性的区分与从相关的那些视图的控制器类型的发现。如果研究不输入方法和认定控制在2D显示器导致比VR更高的性能,我们不能一概而论,因为混杂变量的结果。要了解它们之间的相互作用,我们提出了更深入地分析,无论是视图(2D与3D),或者被控制,使该平台各自的优势的方式。为了研究的2D / 3D视图的影响,我们创建了一个2D视觉技术,PlaneFrame,这是在VR耳机内部施加。我们的研究结果表明,当一个2D视图相关联的控制器类型可能对性能,浸泡和模拟器疾病作显著的积极影响。他们还我们的互动,控制器和视图具有和证明比较是高度依赖于两个因素是如何走在一起的理解。此外,通过一系列的三个实验中,我们开发了一种技术,可以导致显着的性能,良好的水平浸泡,并可以最大限度地减少模拟器疾病的水平。

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