Head Motion Controls for 3D Head Mounted Display Games

Head Motion Controls for 3D Head Mounted Display Games

Head Motion Controls for 3D Head Mounted Display Games A Thesis Submitted to the Faculty of Drexel University by Phillip Adam Lyon in partial fulfillment of the requirements for the degree of Master of Science in Digital Media June 2014 © Copyright 2014 Phillip Adam Lyon. All Rights Reserved. ii Dedications I dedicate this thesis to my wonderful wife Kathleen Lyon. You never stopped believing in me, even though I gave you every reason to. I am eternally grateful for your support and the sacrifices you have made. I love you. iii Acknowledgements There are many people I would like to acknowledge for their help on this thesis. I wish to thank my thesis advisor, Dr. Stefan Rank, for his guidance and encouragement during the course of this research. Without his aid timely com- pletion of this thesis would not have been possible. I would like to thank my thesis committee members, Dr. Paul Diefenbach and Dr. Frank Lee, for their in- valuable feedback and advice and for their love of digital games which helped inspire this thesis. I would also like to thank Dr. Michael Wagner and Dr. Jichen Zhu for their excellent support and instruction during the development of this thesis over the past year. Lastly, I would like to thank my fellow graduate stu- dents in the Digital Media program for their camaraderie and assistance. iv Table of Contents DEDICATIONS ................................................................................................................. II ACKNOWLEDGEMENTS .............................................................................................. III TABLE OF CONTENTS .................................................................................................. IV LIST OF FIGURES ...........................................................................................................VII ABSTRACT....................................................................................................................... IX 1. INTRODUCTION .................................................................................................... 1 1.1. HEAD MOTION CONTROLS FOR HEAD MOUNTED DISPLAYS ............................... 2 1.1.1. Comparison with Advanced 3D Input ...................................................... 3 1.1.2. Comparisons with Traditional Inputs ....................................................... 4 1.2. TERMS ................................................................................................................... 5 1.3. BACKGROUND ....................................................................................................... 7 1.3.1. Virtual Reality ............................................................................................. 7 1.3.2. Presence ....................................................................................................... 7 1.3.3. Distinctive Properties of Head Mounted Displays .................................. 9 1.3.4. History of the Head Mounted Displays .................................................. 11 1.4. RELATED WORK .................................................................................................. 14 1.4.1. 3D Interaction Techniques Surveys and Classification .......................... 15 1.4.2. 3D Interaction Testbed ............................................................................. 16 1.4.3. Iterative User Interface Design ................................................................ 17 v 1.4.4. Head Directed Navigation ....................................................................... 17 2. RESEARCH QUESTION ....................................................................................... 18 2.1. SUBSIDIARY QUESTIONS ...................................................................................... 18 2.2. PROJECT DESCRIPTION ........................................................................................ 18 3. SURVEY OF HEAD MOTION CONTROLS ....................................................... 19 3.1. GAME AND DEMONSTRATION SELECTION ......................................................... 19 4. PLAYTEST EVALUATION OF SELECTED CONTROL METHODS ............... 21 4.1. DESIGN ................................................................................................................ 22 4.1.1. Iterative Playtests ...................................................................................... 22 4.1.2. Playtest Environment ............................................................................... 25 4.1.3. Head Motion Control Schemes ................................................................ 28 4.1.3.1. Aviation Control Scheme ......................................................................... 31 4.1.3.2. Motorcycle Control Scheme ..................................................................... 32 4.1.3.3. Stillness Control Scheme .......................................................................... 33 4.2. PROCEDURE ........................................................................................................ 35 4.3. COLLECTED DATA .............................................................................................. 39 4.3.1. Gameplay Recordings .............................................................................. 39 4.3.2. Gameplay Metrics ..................................................................................... 40 4.3.3. Per Scheme Post Evaluation Questionnaire ............................................ 41 5. RESULTS ................................................................................................................ 43 5.1. POPULATION ....................................................................................................... 43 vi 5.2. ANALYSIS ............................................................................................................ 48 5.2.1. Overall ....................................................................................................... 49 5.2.2. Individual Control Scheme Iterations ..................................................... 53 5.2.2.1. Aviation Scheme ....................................................................................... 53 5.2.2.2. Motorcycle Scheme ................................................................................... 55 5.2.2.1. Stillness Scheme ........................................................................................ 57 5.2.3. Flag Collection Time to Task .................................................................... 59 5.2.4. Control Scheme Comparisons.................................................................. 60 5.2.5. Simulation Sickness .................................................................................. 63 6. LIMITATIONS ....................................................................................................... 69 7. FUTURE WORK .................................................................................................... 71 8. IMPLICATIONS AND SIGNIFICANCE ............................................................. 71 LIST OF REFERENCES ................................................................................................... 76 APPENDIX A: OBSERVED APPLICATIONS OF HEAD MOTION CONTROLS ..... 81 APPENDIX B: PLAYTEST EVALUATION INSTRUMENTS ....................................... 95 vii List of Figures Figure 1: Iterative Playtest Method ..................................................................... 24 Figure 2: Playtest Environment ........................................................................... 26 Figure 3: Flag Target ............................................................................................. 26 Figure 4: Levels Intro, A, B, and C ....................................................................... 27 Figure 5: Head Rotation Terminology ................................................................ 30 Figure 6: Playtest in Progress ............................................................................... 35 Figure 7: Oculus Rift and Eye Cups .................................................................... 36 Figure 8: Likert Item Response Anchors ............................................................. 41 Figure 9: Subject Genders ..................................................................................... 44 Figure 10: Subject Vision Capability.................................................................... 45 Figure 11: Subject Vision Correction ................................................................... 46 Figure 12: Installed Eye Cup ................................................................................ 46 Figure 13: Subject Experience Amounts.............................................................. 47 Figure 14: Weighted Average for Combined Experience .................................. 48 Figure 15: Overall Mean Likert Responses ......................................................... 51 Figure 16: Mean Comfort by Period .................................................................... 52 Figure 17: Mean Completion by Period .............................................................. 52 Figure 18: Aviation Scheme by Period ................................................................ 54 viii Figure 19: Motorcycle Scheme by Period ............................................................ 56 Figure 20: Stillness Scheme by Period ................................................................

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