Extended Walking in Room-Scale VR Via a Subtle Situation-Based Rotation of the Virtual Environment While Maintaining a Full Sense of Presence
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EXAMENSARBETE INOM MEDIETEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2020 Extended walking in room-scale VR via a subtle situation-based rotation of the virtual environment while maintaining a full sense of presence JOHANNES KARLSSON KTH SKOLAN FÖR ELEKTROTEKNIK OCH DATAVETENSKAP ABSTRACT Assuming that the emergence of inside-out positional tracking in commercially available VR systems indicate a future where room-scale VR is experienced more freely, there is a demand for adaptable and immersive VR locomotion techniques that while enabling real walking overcomes the physical restrictions of a play space without the use of additional hardware. Hence, the purpose of this study was to explore the hypothesis that a subtle situation-based rotation of the immersive virtual environment (IVE) around the user can free up physically restricted virtual space and enable extended real walking in room-scale VR, while a full sense of presence is maintained. Based on Findings of a literature study, a prototype of an adaptable and mobile locomotion technique manipulating the IVE was developed and tested using three different rotations; a baseline medium rotation, a fast and a slow, all deFined through trial and error with the capacities of freeing up restricted virtual space, and of maintaining presence, in mind. The user tests were designed as a within-subject test, aiming to expose the limits in the prototype by putting pressure on two potentially critical factors: user velocity and the capacity of freeing up restricted virtual space in all directions. The results imply that the proposed locomotion technique has the potential of extending virtual walking while maintaining a full sense of presence and that there is an optimally balanced rotation between the medium and slow rotation used in the present study. However, since the participants were not redirected enough to be preserved within the physical play space, the prototype may be used as a tool rather than as a redirecting technique. ABSTRAKT Om man antar att utvecklingen och appliceringen av ”inside-out” positionsspårning i kommersiellt tillgängliga VR-system pekar på en framtid där room-scale VR upplevs mer fritt, så Finns det ett behov av anpassningsbara VR-rörelsetekniker som utan extra hårdvara möjliggör ett större spelutrymme ä n det fysiska spelrummet samtidigt som användaren kan förFlytta sig virtuellt genom verkliga rörelser. Syftet med denna studie var att utforska hypotesen att en subtil situationsbaserad rotation av den virtuella miljön runt användaren kan frigöra fysiskt begränsat virtuellt utrymme och samtidigt upprätthålla en känsla av full närvaro. Baserat på resultaten från en litteraturstudie utvecklades en prototyp som och testades med tre olika hastigheter; medel, snabb och långsam. Dessa var alla deFinierade genom ”trial and error” baserat på prototypens kapacitet att frigöra begränsat virtuellt utrymme och att bibehålla närvaro i åtanke. Användartesterna utformades som ”within-subject” tester med målet att exponera prototypens begrä nsningar genom att pressa två potentiellt kritiska faktorer: hastigheten användaren rörde sig i och prototypens kapacitet att frigöra begränsat virtuellt utrymme i alla riktningar. Resultaten antyder att den föreslagna rörelsetekniken har potentialen att möjliggöra ett större spelutrymme ä n det fysiska spelrummet samtidigt som en känsla av full närvaro upprätthå lls och att det Finns en optimal rotation emellan rotationerna medel och långsam. Däremot, eftersom deltagarna inte omdirigerades tillräckligt för att bevaras inom det fysiska spelrummet ä r det troligt att prototypen borde användas som ett verktyg snarare än som en omdirigeringsteknik. Extended walking in room-scale VR via a subtle situation-based rotation of the virtual environment while maintaining a full sense of presence Johannes Karlsson KTH Royal Institute of Technology Stockholm, Sweden [email protected] may be used as a tool rather than as a redirecting ABSTRACT technique. Assuming that the emergence of inside-out positional tracking in commercially available VR systems indicate a CCS CONCEPTS future where room-scale VR is experienced more freely, • Human-centered computing → Virtual Reality there is a demand for adaptable and immersive VR KEYWORDS locomotion techniques that while enabling real walking Virtual reality, locomotion technique, redirecting overcomes the physical restrictions of a play space without the use of additional hardware. Hence, the purpose of this study was to explore the hypothesis that 1 INTRODUCTION a subtle situation-based rotation of the immersive virtual 1.1 Background environment (IVE) around the user can free up physically restricted virtual space and enable extended Since 2016, commercially available virtual reality (VR) real walking in room-scale VR, while a full sense of systems, such as HTC Vive1 and Oculus Rift2, support real presence is maintained. life motion and interactions to be reLlected in the virtual environment (VE), a new design paradigm named room- Based on Lindings of a literature study, a prototype of an scale VR. By using external sensors, these systems track adaptable and mobile locomotion technique the user (so-called outside-in positional tracking) while manipulating the IVE was developed and tested using who is physically moving around in a designated play three different rotations; a baseline medium rotation, a space and interacting with the VE. As these systems fast and a slow, all deLined through trial and error with require users to clear and dedicate a speciLic area in a the capacities of freeing up restricted virtual space, and room for the setup of static tracking hardware and a of maintaining presence, in mind. The user tests were powerful computer to calibrate the play space, room- designed as a within-subject test, aiming to expose the scale VR has faced criticism3. As of 2019, newer limits in the prototype by putting pressure on two commercial VR systems, such as HTC Cosmos4 and potentially critical factors: user velocity and the capacity Oculus Quest5, track the user through internal sensors, of freeing up restricted virtual space in all directions. so-called inside-out positional tracking. With play space The results imply that the proposed locomotion deLined through the internal sensors upon setup and technique has the potential of extending virtual walking calibration performed entirely by the head-mounted while maintaining a full sense of presence and that there display (HMD), VR can be experienced anytime and is an optimally balanced rotation between the medium anywhere within minutes, hence offering a more mobile and slow rotation used in the present study. However, use. since the participants were not redirected enough to be Immersion is a well-known technological term within VR preserved within the physical play space, the prototype research, and it is in this present study deLined as to which extent a VE can deliver an illusion of the reality to 1 https://www.vive.com/eu/product/#vive%20series 4 https://www.vive.com/us/product/vive-cosmos/features/ 2 https://www.oculus.com/rift/ 5 https://www.oculus.com/quest/ 3 https://www.roadtovr.com/htc-vive-review-room-scale-vr-mesmerising-vr- especially-if-you-have-the-space-steamvr/ the senses of a human user [17]. Immersive VEs (IVE) rotation of the IVE around the user can free up physically strives towards inducing as much presence as possible. restricted virtual space and enable extended real Presence is the subjective perception of immersion, the walking in room-scale VR, while a full sense of presence feeling of “being there” even though you are physically is maintained. not. An important factor is the match between the Due to the lack of similar studies, the following research proprioceptive (a person's ability to determine the question was investigated in an explorative manner: position of their body parts) sensory and visual feedback. Any delay can potentially decrease the level of How to enable extended walking in room-scale VR via a immersion [25]. In room-scale VR, virtually walking by subtle situation-based rotation of the virtual environment really walking is the default way of moving. Real walking while maintaining a full sense of presence? is ideal in the aspect of proprioceptive matching as it involves whole-body movements [14]. However, it 1.3 DelimitaFons leaves a challenge in cases where the IVE is larger than All development was limited to the Oculus Quest. the designated play space [19,29]. However, the discoveries apply to any VR System that uses an inside-out positional tracking system. The research aimed at Linding workarounds for these physical space restrictions has resulted in a plethora of proposed VR locomotion techniques 2 THEORY AND RELATED WORK [24,6,16,5,8,15,2,12,11,30,19,32,10,33,29,9], and several 2.1 Virtual Reality studies comparing these based on various factors [4,31,34,13]. While all controller-based and Virtual Reality (VR) has been used in many contexts and teleportation-based techniques are respectively hence been deLined in a variety of ways. Technologically cognitively [7,13] and perceptually [5] disadvantaged as it has been deLined as “[…] a particular collection of substitutes for natural walking, some motion-based technological hardware, including computers, head- shows promising and compelling results, such as the mounted displays, headphones, and motion-sensing walk-in-place (WIP) locomotion [14,31,34]. However, gloves” [27]. However, for the present study, VR is best since WIP demands additional hardware,