Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as players are usually limited to experience the virtual world by vision and hearing only. One prominent example of such open challenges is the disparity between the real surroundings and the virtual environment. As virtual obstacles usually do not have a physical counterpart, players might walk through walls enclosing the level. Thus, past research mainly focussed on multisensory collision feedback to deter players from ignoring obstacles. However, the underlying causative reasons for such unwanted behavior have mostly remained unclear. Our work investigates how task types and wall appearances influence the players' incentives to walk through virtual walls. Therefore, we conducted a user study, confronting the participants with different task motivations and walls of varying opacity and realism. Our evaluation reveals that players generally adhere to realistic behavior, as long as the experience feels interesting and diverse. Furthermore, we found that opaque walls excel in deterring subjects from cutting short, whereas different degrees of realism had no significant influence on walking trajectories. Finally, we use collected player feedback to discuss individual reasons for the observed behavior.
翻译:在游戏社区驱动下,虚拟现实设置最近演变成可负担和消费的移动耳机。然而,尽管取得了这些有希望的改进,但是,由于玩家通常只能通过视觉和听觉来体验虚拟世界,因此传达沉浸和动动VR游戏仍具有挑战性,因为玩家通常只能通过视觉和听觉来体验虚拟世界。这种公开挑战的一个突出例子是真实环境与虚拟环境之间的差异。由于虚拟障碍通常没有物理对应物,玩家可能会穿透与水平相连接的墙壁。因此,过去的研究主要侧重于多感性碰撞反馈,以阻止玩家忽略障碍。然而,这种不想要的行为背后的诱因大多还不清楚。我们的工作调查任务类型和墙外表如何影响玩家穿虚拟墙的动力。因此,我们进行了用户研究,面对不同任务动机和墙壁壁的参与者,不同不透明性和现实主义。我们的评估显示,玩家一般都坚持现实的行为,只要体验有趣和多样。此外,我们发现不透明墙在阻止话题短视,而不同程度的现实主义对行走轨迹没有显著的影响。最后,我们收集了玩家的反馈,以讨论个人行为。