Games: Advancing the State of the Art

会議の名前
CHI 2022
SkyPort: Investigating 3D Teleportation Methods in Virtual Environments
要旨

Teleportation has become the de facto standard of locomotion in Virtual Reality (VR) environments. However, teleportation with parabolic and linear target aiming methods is restricted to horizontal 2D planes and it is unknown how they transfer to the 3D space. In this paper, we propose six 3D teleportation methods in virtual environments based on the combination of two existing aiming methods (linear and parabolic) and three types of transitioning to a target (instant, interpolated and continuous). To investigate the performance of the proposed teleportation methods, we conducted a controlled lab experiment (N = 24) with a mid-air coin collection task to assess accuracy, efficiency and VR sickness. We discovered that the linear aiming method leads to faster and more accurate target selection. Moreover, a combination of linear aiming and instant transitioning leads to the highest efficiency and accuracy without increasing VR sickness.

受賞
Honorable Mention
著者
Andrii Matviienko
Technical University of Darmstadt, Darmstadt, Germany
Florian Müller
TU Darmstadt, Darmstadt, Germany
Martin Schmitz
Technical University of Darmstadt, Darmstadt, Germany
Marco Fendrich
TU Darmstadt, Darmstadt, Germany
Max Mühlhäuser
TU Darmstadt, Darmstadt, Germany
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3501983

動画
Understanding User Experiences Across VR Walking-in-place Locomotion Methods
要旨

Navigating large-scale virtual spaces is a major challenge in Virtual Reality (VR) applications due to real-world spatial limitations. Walking-in-place (WIP) locomotion solutions may provide a natural approach for VR use cases that require locomotion to share similar qualities with walking in real-life. However, there is limited knowledge on the range of experiences across common WIP methods to inform the design of usable WIP solutions using consumer-accessible components. This paper contributes to this knowledge via a user study with 40 participants that experienced several easy-to-setup WIP methods in a VR commuting simulation. A nuanced understanding of cybersickness and exertion relationships and walking affordances based on different tracker setups were among the findings derived from a corroborated analysis of think-aloud, interview, and observational data, supplemented with self-reports of VR sickness, presence and flow. Practical design insights were then constructed along the dimensions of cybersickness, affordances, space and user interfaces.

著者
Chek Tien. Tan
Singapore Institute of Technology, Singapore, Singapore
Leon Foo
Singapore Institute of Technology, Singapore, Singapore
Adriel Yeo
Singapore Institute of Technology, Singapore, Singapore
Jeannie Su Ann. Lee
Singapore Institute of Technology, Singapore, Singapore
Edmund Wan
Singapore Institute of Technology, Singapore, Singapore
Xiao-Feng Kenan Kok
Singapore Institute of Technology, Singapore, Singapore
Megani Rajendran
Singapore Institute of Technology, Singapore, Singapore , Singapore
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3501975

動画
HeadWind: Enhancing Teleportation Experience in VR by Simulating Air Drag during Rapid Motion
要旨

Teleportation, which instantly moves users from their current location to the target location, has become the most popular locomotion technique in VR games. It enables fast navigation with reduced VR sickness but results in significantly reduced immersion. We present HeadWind, a novel approach to improve the experience of teleportation by simulating the haptic sensation of air drag when rapidly moving through the air in real life. Specifically, HeadWind modulates bursts of compressed air to the face and uses multiple nozzles to provide directional cues. To design the wearable device and to model airflow speed and duration for teleportation, we conducted three formative studies and a design session. User experience evaluation with 24 participants showed that HeadWind significantly improved realism, immersion, and enjoyment of teleportation in VR (p<.01) with large effect sizes (r>0.5), and was preferred by 96% of participants.

著者
Chun-Miao Tseng
National Taiwan University, Taipei, Taiwan
Po-Yu Chen
National Taiwan University, Taipei, Taiwan
Shih Chin Lin
National Taiwan University, Taipei, Taiwan
Yu-Wei Wang
National Taiwan University, Taipei, Taiwan
Yu-Hsin Lin
National Taiwan University, Taipei City, Taiwan
Mu-An Kuo
National Taiwan University, Taipei, Taiwan
Neng-Hao Yu
National Taiwan University of Science and Technology, Taipei, Taiwan
Mike Y.. Chen
National Taiwan University, Taipei, Taiwan
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3501890

動画
Kills, Deaths, and (Computational) Assists: Identifying Opportunities forComputational Support in Esport Learning
要旨

Esports play can cultivate real world skills. However, the path to mastery is not easy, and difficulty progressing can result in discontinuation. In the absence of a human coach, computational tools may provide much needed guidance. However, the specific improvement activities that players engage in and the exact challenges they face are not well defined in the context of computational support. As such, most tools can only support players based on a high level understanding of their practices. We present the results of an interview study (n=17) that identified four improvement activities: practicing, leveraging the knowledge of others, tracking performance, and reflecting on gameplay and setting goals, and four challenges: coordinating and collaborating with teammates, knowing what to do next, tracking game state, and tracking skill and improvement. We discuss six implications for future design and development based on these results.

著者
Erica Kleinman
UC Santa Cruz, Santa Cruz, California, United States
Murtuza N. Shergadwala
UC Santa Cruz, Santa Cruz, California, United States
Magy Seif El-Nasr
University of California at Santa Cruz, Santa Clara, California, United States
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3517654

動画
How AI-Based Training Affected Performance of Professional Go Players
要旨

In this study, we analyzed how the performance of professional Go players has changed since the advent of AlphaGo, the first artificial intelligence (AI) application to defeat a human world Go champion. We interviewed and surveyed professional Go players and found that AI has been actively introduced into the Go training process since the advent of AlphaGo. The significant impact of AI-based training was confirmed in a subsequent analysis of 6,292 games in Korean Go tournaments and Elo rating data of 1,362 Go players worldwide. Overall, the tendency of players to make moves similar to those recommended by AI has sharply increased since 2017. The degree to which players’ expected win rates fluctuate during a game has also decreased significantly since 2017. We also found that AI-based training has provided more benefits to senior players and allowed them to achieve Elo ratings higher than those of junior players.

著者
Jimoon Kang
Yonsei University, Seoul, +82, Korea, Republic of
June-seop Yoon
Department of Computer Science, Yonsei University, Seoul, Republic of Korea, Korea, Republic of
Byungjoo Lee
Yonsei University, Seoul, Korea, Republic of
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3517540

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