Effects of Walking Together in a Co-Located Virtual Reality Game

Bjørn Winther, Mikkel L. Krarup, Patrick N. Andersen, Ungyeol Lee, N. C. Nilsson
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引用次数: 0

Abstract

This paper details a within-subjects study exploring how two lo-comotion techniques affect players' experiences while playing a co-located virtual reality (VR) game. The participants played a two-versus-two game, reminiscent of laser tag, in a $14\mathrm{m}\times 14\mathrm{m}$ arena, and they moved around in the arena either by physically walking or by using VR controller while standing. When walking, participants reported significantly higher social presence directed at their team-mates and significantly lower simulator sickness. Moreover, they found walking significantly more natural, they were significantly more likely to forget that they were using controllers, and they were significantly more concerned with keeping distance to other players.
在虚拟现实游戏中一起行走的效果
本文详细介绍了一项主题内研究,探讨了两种低运动技术如何影响玩家在玩虚拟现实(VR)游戏时的体验。参与者在一个价值14\ mathm {m}$乘以14\ mathm {m}$的竞技场中玩了一个二对二的游戏,让人联想到激光枪战,他们在竞技场中通过身体行走或站立时使用VR控制器来移动。当行走时,参与者报告说他们对队友的社会存在感明显提高,模拟器病明显降低。此外,他们发现走路更加自然,他们更有可能忘记自己在使用控制器,他们更关心与其他玩家保持距离。
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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