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

Sebastian Cmentowski, Andrey Krekhov, Jens Krüger

TL;DR

The idea is to equip players with the ability to switch from first-person to third-person bird's eye perspective on demand on demand, revealing a significant increase in spatial orientation while avoiding cybersickness and preserving presence, enjoyment, and competence.

Abstract

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.

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

TL;DR

The idea is to equip players with the ability to switch from first-person to third-person bird's eye perspective on demand on demand, revealing a significant increase in spatial orientation while avoiding cybersickness and preserving presence, enjoyment, and competence.

Abstract

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.

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Table of Contents

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