Publication | Closed Access
CarVR
137
Citations
25
References
2017
Year
Unknown Venue
Vr ExperienceEngineeringMobile Virtual RealityWearable TechnologyKinesiologyVirtual Reality3D User InteractionHead-mounted DisplayAccessibility StudiesDesignUser ExperienceRehabilitationMulti-user VrVirtual WorldsExtended RealityBusinessVirtual SpaceHuman-computer InteractionHuman MovementStationary Vr Experience
Mobile VR head‑mounted displays enable immersive entertainment, yet their use in moving vehicles is limited by sensor interference and simulator sickness during vehicle motion. CarVR subtracts vehicle rotation from the visual stream to provide accurate kinesthetic feedback, enabling users to experience correct forces during VR and informing design of in‑car VR entertainment. The method subtracts vehicle rotation from the visual input and was evaluated in a 21‑participant study comparing CarVR in motion to stationary VR. Perceived kinesthetic forces increased enjoyment and immersion while reducing simulator sickness compared to stationary VR.
Mobile virtual reality (VR) head-mounted displays (HMDs) allow users to experience highly immersive entertainment whilst being in a mobile scenario. Long commute times make casual gaming in public transports and cars a common occupation. However, VR HMDs can currently not be used in moving vehicles since the car's rotation affects the HMD's sensors and simulator sickness occurs when the visual and vestibular system are stimulated with incongruent information. We present CarVR, a solution to enable VR in moving vehicles by subtracting the car's rotation and mapping vehicular movements with the visual information. This allows the user to actually feel correct kinesthetic forces during the VR experience. In a user study (n = 21), we compared CarVR inside a moving vehicle with the baseline of using VR without vehicle movements. We show that the perceived kinesthetic forces caused by CarVR increase enjoyment and immersion significantly while simulator sickness is reduced compared to a stationary VR experience. Finally, we explore the design space of in-car VR entertainment applications using real kinesthetic forces and derive design considerations for practitioners.
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