Combining Natural Techniques to Achieve Seamless Locomotion in Consumer VR Spaces

Hannah Paulmann, Tim Mayer, Marc Barnes, Dennis Briddigkeit, Frank Steinicke, E. Langbehn
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引用次数: 1

Abstract

We introduce a seamless locomotion concept designed for a commercial VR game. The locomotion concept was designed with the following goal: The whole game can be explored entirely without teleportation or joystick steering but only by natural locomotion. This should create a seamless fusion of exploration and discovery and, therefore, maximize presence and accessibility. Therefore, our game leverages a mix of different techniques: 1) Redirected Walking techniques such as rotation gains and impossible spaces, 2) Passive travel like lifts, moving platforms, vehicles, etc., 3) Indirect movement such as climbing, pulling a rope to move a raft, etc. Furthermore, these techniques are extended by or coupled with physical interactions or movements like crawling, jumping or sliding around corners, to distract player during the manipulation. The seamless integration of all these techniques enables the player to walk around freely in the recommended room-scale play space of 2x2 meters, while exploring a potentially infinite virtual space.
结合自然技术实现消费者虚拟现实空间的无缝运动
我们介绍了为商业VR游戏设计的无缝运动概念。移动概念的设计目标如下:玩家可以在没有传送或操纵杆操纵的情况下,通过自然移动来探索整个游戏。这应该创造一种探索和发现的无缝融合,从而最大化存在感和可访问性。因此,我们的游戏利用了不同的技术组合:1)重定向行走技术,如旋转增益和不可能的空间,2)被动旅行,如电梯,移动平台,车辆等,3)间接移动,如攀爬,拉绳子移动木筏等。此外,这些技术还可以通过爬行、跳跃或在角落滑动等物理互动或动作进行扩展,以分散玩家的注意力。所有这些技术的无缝整合使玩家能够在推荐的2x2米的房间规模的游戏空间中自由走动,同时探索潜在的无限虚拟空间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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