2018 · 10 citations · 17 references
ArchitectureDesignInteraction DesignUser Experience DesignVirtual Reality DesignVirtual Environment DesignVirtual RealityVirtual WorldsLocomotionPhysical BoundariesRoom-scale Virtual RealityVibrotactile FeedbackVibrotactile Feedback DesignVirtual Reality FeedbackVirtual Reality GamesVirtual Reality Gaming
Room-scale mapping facilitates natural locomotion in virtual reality (VR), but it creates a problem when encountering virtual walls. In traditional video games, player avatars can simply be prevented from moving through walls. This is not possible in VR with room-scale mapping due to the lack of physical boundaries. Game design is either limited by avoiding walls, or the players might ignore them, which endangers the immersion and the overall game experience. To prevent players from walking through walls, we propose a combination of auditory, visual, and vibrotactile feedback for wall collisions. This solution can be implemented with standard game engine features, does not require any additional hardware or sensors, and is independent of game concept and narrative. A between-group study with 46 participants showed that a large majority of players without the feedback did pass through virtual walls, while 87% of the participants with the feedback refrained from walking through walls. The study found no notable differences in game experience.
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Jacob Cohen · Psychological Bulletin · 1992 · 42.2K citations
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Shlomo S. Sawilowsky · Journal of Modern Applied Statistical Methods · 2009 · 3.2K citations · Full text
John R. Crawford, Julie D. Henry · British Journal of Clinical Psychology · 2004 · 3K citations · Full text
Walking > walking-in-place > flying, in virtual environments
Martin Usoh, Kevin Arthur, Mary C. Whitton et al. · 1999 · 899 citations · Full text