ElectroCutscenes: Realistic Haptic Feedback in Cutscenes of Virtual Reality Games Using Electric Muscle Stimulation

M. Khamis, Nora Schuster, Ceenu George, Max Pfeiffer
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引用次数: 18

Abstract

Cutscenes in Virtual Reality (VR) games enhance story telling by delivering output in the form of visual, auditory, or haptic feedback (e.g., using vibrating handheld controllers). Since they lack interaction in the form of user input, cutscenes would significantly benefit from improved feedback. We introduce the concept and implementation of ElectroCutscenes, where Electric Muscle Stimulation (EMS) is leveraged to elicit physical user movements to different body parts to correspond to those of personal avatars in cutscenes of VR games while the user stays passive. Through a user study (N=22) in which users passively received kinesthetic feedback resulting in involuntarily movements, we show that ElectroCutscenes significantly increases perceived presence and realism compared to controller-based vibrotactile and no haptic feedback. Furthermore, we found preliminary evidence that combining visual and EMS feedback can evoke movements that are not actuated by either of them alone. We discuss how to enhance realism and presence of cutscenes in VR games even when EMS can partially rather than completely actuate the desired body movements.
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电子过场动画:使用电肌肉刺激的虚拟现实游戏过场动画中的逼真触觉反馈
虚拟现实(VR)游戏中的过场动画通过以视觉、听觉或触觉反馈(例如,使用振动手持控制器)的形式提供输出来增强故事讲述。由于过场动画缺乏用户输入形式的交互,因此改进后的反馈将使它们受益匪浅。我们介绍了电过场动画的概念和实现,其中电肌肉刺激(EMS)被利用来引导用户的物理运动到不同的身体部位,以对应于虚拟现实游戏过场动画中的个人角色,而用户保持被动。通过一项用户研究(N=22),用户被动地接受导致不自主移动的动觉反馈,我们发现与基于控制器的振动触觉和无触觉反馈相比,ElectroCutscenes显著提高了感知存在感和真实感。此外,我们发现了初步的证据,结合视觉和EMS反馈可以唤起运动,而不是由它们单独驱动的。我们讨论了如何在虚拟现实游戏中增强现实主义和过场动画的存在,即使EMS可以部分而不是完全驱动所需的身体运动。
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