将现实世界的干扰整合到虚拟现实中

Yujie Tao, Pedro Lopes
{"title":"将现实世界的干扰整合到虚拟现实中","authors":"Yujie Tao, Pedro Lopes","doi":"10.1145/3526113.3545682","DOIUrl":null,"url":null,"abstract":"With the proliferation of consumer-level virtual reality (VR) devices, users started experiencing VR in less controlled environments, such as in social gatherings and public areas. While the current VR hardware provides an increasingly immersive experience, it ignores stimuli originating from the physical surroundings that distract users from the VR experience. To block distractions from the outside world, many users wear noise-canceling headphones. However, this is insufficient to block loud or transient sounds (e.g., drilling or hammering) and, especially, multi-modal distractions (e.g., air drafts, temperature shifts from an A/C, construction vibrations, or food smells). To tackle this, we explore a new concept, where we directly integrate the distracting stimuli from the user's physical surroundings into their virtual reality experience to enhance presence. Using our approach, an otherwise distracting wind gust can be directly mapped to the sway of trees in a VR experience that already contains trees. Using our novel approach, we demonstrate how to integrate a range of distractive stimuli into the VR experience, such as haptics (temperature, vibrations, touch), sounds, and smells. To validate our approach, we conducted three user studies and a technical evaluation. First, to validate our key principle, we conducted a controlled study where participants were exposed to distractions while playing a VR game. We found that our approach improved users’ sense of presence, compared to wearing noise-canceling headphones. From these results, we engineered a sensing module that detects a set of simple distractive signals (e.g., sounds, winds, and temperature shifts). We validated our hardware in a technical evaluation and in an out-of-lab study where participants played VR games in an uncontrolled environment. Moreover, to gather the perspective of VR content creators that might one day utilize a system inspired by our findings, we invited game designers to use our approach and collected their feedback and VR designs. Finally, we present design considerations for mapping distracting external stimuli and discuss ethical considerations of integrating real-world stimuli into virtual reality.","PeriodicalId":200048,"journal":{"name":"Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology","volume":"6 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Integrating Real-World Distractions into Virtual Reality\",\"authors\":\"Yujie Tao, Pedro Lopes\",\"doi\":\"10.1145/3526113.3545682\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the proliferation of consumer-level virtual reality (VR) devices, users started experiencing VR in less controlled environments, such as in social gatherings and public areas. While the current VR hardware provides an increasingly immersive experience, it ignores stimuli originating from the physical surroundings that distract users from the VR experience. To block distractions from the outside world, many users wear noise-canceling headphones. However, this is insufficient to block loud or transient sounds (e.g., drilling or hammering) and, especially, multi-modal distractions (e.g., air drafts, temperature shifts from an A/C, construction vibrations, or food smells). To tackle this, we explore a new concept, where we directly integrate the distracting stimuli from the user's physical surroundings into their virtual reality experience to enhance presence. Using our approach, an otherwise distracting wind gust can be directly mapped to the sway of trees in a VR experience that already contains trees. Using our novel approach, we demonstrate how to integrate a range of distractive stimuli into the VR experience, such as haptics (temperature, vibrations, touch), sounds, and smells. To validate our approach, we conducted three user studies and a technical evaluation. First, to validate our key principle, we conducted a controlled study where participants were exposed to distractions while playing a VR game. We found that our approach improved users’ sense of presence, compared to wearing noise-canceling headphones. From these results, we engineered a sensing module that detects a set of simple distractive signals (e.g., sounds, winds, and temperature shifts). We validated our hardware in a technical evaluation and in an out-of-lab study where participants played VR games in an uncontrolled environment. Moreover, to gather the perspective of VR content creators that might one day utilize a system inspired by our findings, we invited game designers to use our approach and collected their feedback and VR designs. Finally, we present design considerations for mapping distracting external stimuli and discuss ethical considerations of integrating real-world stimuli into virtual reality.\",\"PeriodicalId\":200048,\"journal\":{\"name\":\"Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology\",\"volume\":\"6 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3526113.3545682\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3526113.3545682","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

随着消费级虚拟现实(VR)设备的普及,用户开始在不太受控制的环境中体验VR,比如社交聚会和公共场所。虽然当前的VR硬件提供了越来越身临其境的体验,但它忽略了来自物理环境的刺激,这些刺激会分散用户对VR体验的注意力。为了阻止外界的干扰,许多用户戴上了降噪耳机。然而,这不足以阻挡响亮或短暂的声音(例如,钻孔或锤击),特别是多模态干扰(例如,气流,空调温度变化,建筑振动或食物气味)。为了解决这个问题,我们探索了一个新的概念,我们直接将来自用户物理环境的分散刺激整合到他们的虚拟现实体验中,以增强存在感。使用我们的方法,在已经包含树木的VR体验中,原本分散注意力的阵风可以直接映射到树木的摇摆。使用我们的新方法,我们演示了如何将一系列分心刺激整合到VR体验中,例如触觉(温度,振动,触摸),声音和气味。为了验证我们的方法,我们进行了三次用户研究和一次技术评估。首先,为了验证我们的关键原则,我们进行了一项对照研究,让参与者在玩VR游戏时受到干扰。我们发现,与佩戴降噪耳机相比,我们的方法提高了用户的存在感。根据这些结果,我们设计了一个传感模块,可以检测一组简单的干扰信号(如声音、风和温度变化)。我们在技术评估和实验室外研究中验证了我们的硬件,参与者在不受控制的环境中玩VR游戏。此外,为了收集VR内容创作者的观点,我们邀请游戏设计师使用我们的方法并收集他们的反馈和VR设计。最后,我们提出了映射分散的外部刺激的设计考虑,并讨论了将现实世界的刺激整合到虚拟现实中的伦理考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integrating Real-World Distractions into Virtual Reality
With the proliferation of consumer-level virtual reality (VR) devices, users started experiencing VR in less controlled environments, such as in social gatherings and public areas. While the current VR hardware provides an increasingly immersive experience, it ignores stimuli originating from the physical surroundings that distract users from the VR experience. To block distractions from the outside world, many users wear noise-canceling headphones. However, this is insufficient to block loud or transient sounds (e.g., drilling or hammering) and, especially, multi-modal distractions (e.g., air drafts, temperature shifts from an A/C, construction vibrations, or food smells). To tackle this, we explore a new concept, where we directly integrate the distracting stimuli from the user's physical surroundings into their virtual reality experience to enhance presence. Using our approach, an otherwise distracting wind gust can be directly mapped to the sway of trees in a VR experience that already contains trees. Using our novel approach, we demonstrate how to integrate a range of distractive stimuli into the VR experience, such as haptics (temperature, vibrations, touch), sounds, and smells. To validate our approach, we conducted three user studies and a technical evaluation. First, to validate our key principle, we conducted a controlled study where participants were exposed to distractions while playing a VR game. We found that our approach improved users’ sense of presence, compared to wearing noise-canceling headphones. From these results, we engineered a sensing module that detects a set of simple distractive signals (e.g., sounds, winds, and temperature shifts). We validated our hardware in a technical evaluation and in an out-of-lab study where participants played VR games in an uncontrolled environment. Moreover, to gather the perspective of VR content creators that might one day utilize a system inspired by our findings, we invited game designers to use our approach and collected their feedback and VR designs. Finally, we present design considerations for mapping distracting external stimuli and discuss ethical considerations of integrating real-world stimuli into virtual reality.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信