110 research outputs found
Towards Inducing Weight Perception in Virtual Reality Through a Liquid-based Haptic Controller
Rendering haptic sensations while interacting with virtual objects, such as experiencing weight is essential for creating natural virtual reality (VR) experiences. However, accurately providing the forces required to sense an object’s weight poses a demanding challenge. Hence, standard VR setups do not allow users to experience different weight sensations. In this paper, we propose a haptic VR controller design that renders the weight of virtual objects by regulating the mass of the controller through liquid transfer. Our planned system consists of two tracked controllers that contain a water bag. They are connected to a liquid reservoir in the back, to or from which water is transferred to change the weight of the controller. A Microcontroller determines the weight of each reservoir via a bi-directional water pump and a set of solenoid valves. To evaluate the prototype, we are planning to investigate in a study whether our system can enhance the VR experience and sense of presence while lifting and swinging virtual objects. Furthermore we plan to examine, whether the device can be used to amplify avatar embodiment
Increasing Player Performance and Game Experience in High Latency Systems
Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system
The Effects of Avatar and Environment on Thermal Perception and Skin Temperature in Virtual Reality
Humans’ thermal regulation and subjective perception of temperature is highly plastic and depends on the visual appearance of the surrounding environment. Previous work shows that an environment’s color temperature affects the experienced temperature. As virtual reality (VR) enables visual immersion, recent work suggests that a VR scene’s color temperature also affects experienced temperature. It is, however, unclear if an avatar’s appearance also affects users’ thermal perception and if a change in thermal perception even influences the body temperature. Therefore, we conducted a study with 32 participants performing a task in an ice or fire world while having ice or fire hands. We show that being in a fire world or having fire hands increases the perceived temperature. We even show that having fire hands decreases the hand temperature compared to having ice hands. We discuss the implications for the design of VR systems and future research directions
The Effects of Latency and In-Game Perspective on Player Performance and Game Experience
Previous work shows that high latency, a prolonged delay between player in- and system output, negatively affects player experience and performance. However, previous work also comes to contrary conclusions about how the in-game perspective alters the latency sensitivity of video games. Currently, it is unclear if the in-game perspective independently modulates latency's effects. To investigate how a game's in-game perspective interacts with latency, we developed a shooting game incorporating three perspectives (First-Person-, Third-Person-, and Bird's-Eye-View). In a study, participants (N = 36) played with two levels of latency (low and high) and the three perspectives. We show that latency reduces performance and experience, independent of the perspective. Moreover, Bayesian analysis suggests that the in-game perspective does not interact with latency and does not affects performance or experience. We conclude that more robust means to categorize latency sensitivity of video games than the in-game perspective are required
Impact of video summary viewing on episodic memory recall:design guidelines for video summarizations
Reviewing lifelogging data has been proposed as a useful tool to support human memory. However, the sheer volume of data (particularly images) that can be captured by modern lifelogging systems makes the selection and presentation of material for review a challenging task. We present the results of a five-week user study involving 16 participants and over 69,000 images that explores both individual requirements for video summaries and the differences in cognitive load, user experience, memory experience, and recall experience between review using video summarisations and non-summary review techniques. Our results can be used to inform the design of future lifelogging data summarisation systems for memory augmentation
The Effect of Nudges and Boosts on Browsing Privacy in a Naturalistic Environment
During everyday web browsing and search users reveal many pieces of private information to third parties. Even though people report being concerned about their privacy online, they often do not take steps to protect it. This is known as the 'privacy paradox' in the literature. In this work we study two well-known strategies based on theories from the behavioral sciences, nudging and boosting, which encourage users to browse in a way that their private data are less exposed. First, an online survey (N=127) tested the comprehensibility and efficacy of various facts (boosts), before the most effective of these were evaluated against 'nudge' interventions previously shown to be efficacious in lab-studies. A three week naturalistic study (N=68) using a browser extension revealed that both nudges and boosts improve browsing privacy, as approximated by different measures. Boosts are also shown to improve user knowledge about privacy in the short term, but the benefit weakens over time
Small Latency Variations Do Not Affect Player Performance in First-Person Shooters
In interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect
Reading in VR: The Effect of Text Presentation Type and Location
Reading is a fundamental activity to obtain information both in the real and the digital world. Virtual reality (VR) allows novel approaches for users to view, read, and interact with a text. However, for efficient reading, it is necessary to understand how a text should be displayed in VR without impairing the VR experience. Therefore, we conducted a study with 18 participants to investigate text presentation type and location in VR. We compared world-fixed, edge-fixed, and head-fixed text locations. Texts were displayed using Rapid Serial Visual Presentation (RSVP) or as a paragraph. We found that RSVP is a promising presentation type for reading short texts displayed in edge-fixed or head-fixed location in VR. The paragraph presentation type using world-fixed or edge-fixed location is promising for reading long text if movement in the virtual environment is not required. Insights from our study inform the design of reading interfaces for VR applications
Pac-many: Movement behavior when playing collaborative and competitive games on large displays
Peer reviewe
Perceiving layered information on 3D displays using binocular disparity
stuttgart.de 3D displays are hitting the mass market. They are integrated in consumer TVs, notebooks, and mobile phones and are mainly used for virtual reality as well as video content. We see large potential in using depth also for structuring information. Our specific use case is 3D displays integrated in cars. The capabilities of such dis-plays could be used to present relevant information to the driver in a fast and easy-to-understand way, e.g., by functionality-based clus-tering. However, excessive parallaxes can cause discomfort and in turn negatively influence the primary driving task. This requires a reasonable choice of parallax boundaries. The contribution of this paper is twofold. First, we identify the comfort zone when perceiv-ing 3D content. Second, we determine a minimum depth distance between objects that still enables users to quickly and accurately separate the two depth planes. The results yield that in terms of task completion time the optimum distance from screen level is up to 35.9 arc-min angular disparity behind the screen plane. A dis-tance of at least 2.7 arc-min difference in angular disparity between the objects significantly decreases time for layer separation. Based on the results we derive design implications
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