cosecivi'16 - walking in vr. measuring presence and simulator sickness in first-person virtual...
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Walking in VRMeasuring Presence and Simulator Sickness in First-
Person Virtual Reality Games
Manuel López Ibáñez & Federico Peinado
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¿Caminar o no caminar?
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➔ Pocos videojuegos de RV ofrecen una experiencia de movimiento en primera persona satisfactoria. Saltamos, no caminamos.
➔ El impacto que tiene el movimiento sobre la inmersión es grande.
➔ ¿Realmente no podemos caminar a través de la interfaz en RV?
Problemas
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Metodología
➔ Experimentación con un doble prototipo (Oculus Rift).
➔ Medición de presencia y simulator sickness (SS) a través de cuestionarios.
➔ Análisis de resultados.
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Variables
Simulator Sickness
Presencia
Caminar (o no)
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W NW
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https://www.youtube.com/watch?v=MfBEJDB6LqI
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Demografía
➔ 12 sujetos, 24 experiencias.
➔ 11 hombres, 1 mujer. De 18 a 26 años de edad.
➔ Mayoría (66,67 %) de alumnos de Ingeniería Informática.
➔ Un 33,33 % no había probado nunca un dispositivo de realidad virtual.
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Resultados
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Resultados
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Resultados
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Conclusiones➔ Caminar genera un aumento de la presencia, mientras que no hacerlo la
reduce.
➔ En experiencias breves, no hay una correlación clara entre caminar y un aumento de la SS.
➔ Existe una posibilidad de sesgo por sexo. El sujeto número 7 era una chica.
➔ Es necesario ampliar el número de sujetos y mejorar las condiciones del experimento.