论文标题

深入探索2D/3D视图和控制器类型对虚拟现实中第一人称射击游戏的影响

An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

论文作者

Monteiro, Diego, Liang, Hai-Ning, Wang, Jialin, Chen, Hao, Baghaei, Nilufar

论文摘要

在过去的几年中,在学术界和行业中,对虚拟现实(VR)研究的兴趣量显着增加。释放商业VR头部安装显示器(HMD)是主要因素。但是,仍然有很多东西可以学习,尤其是观点和输入技术以及它们的互动如何影响VR体验。 VR中的第一人称射击游戏(FPS)游戏几乎没有完成,而这少数研究的重点是VR FPS的单个方面。他们要么专注于视图,例如将VR与典型的2D显示器进行比较,要么在控制器类型上。据我们所知,尚无研究研究HMD,控制器类型及其相互作用中2D/3D视图的变化。因此,将与控制器类型相关的发现与与视图相关的发现区分开来是一个挑战。如果一项研究不能控制输入方法,发现2D显示导致比VR更高的性能,则由于混杂变量,我们无法概括结果。要了解它们的互动,我们建议您更深入地分析,无论是视图(2D vs. 3D)还是控制平台各自优势的控制方式。为了研究2D/3D视图的效果,我们创建了一种2D视觉技术,即平面帧,该技术是在VR耳机内应用的。我们的结果表明,当与2D视图相关联时,控制器类型会对性能,沉浸和模拟器疾病产生重大积极影响。他们进一步理解了控制器和观点所具有的相互作用,并证明比较高度依赖于两个因素如何融合在一起。此外,通过一系列三个实验,我们开发了一种技术,可以导致实质性的性能,良好的沉浸水平,并可以最大程度地减少模拟器疾病的水平。

The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.

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