在 VR 第一人称射击游戏中使用瞬移的性能和导航行为

Aniruddha Prithul, Hudson Lynam, Eelke Folmer
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摘要

在许多虚拟现实(VR)体验中,瞬移已成为首选的导航模式,因为它能够让用户轻松地超越追踪空间的限制,同时最大限度地降低诱发 VR 病的风险。瞬移可以将用户的视角即时转换到用户选择的目的地,因此消除了任何可能导致视觉-前庭冲突的光流产生。虽然瞬移是 VR 领域独有的离散导航方法,但大多数 VR 体验都是以桌面/控制台平台上使用连续运动的 3D 体验为蓝本的。瞬移的使用如何影响用户的表现和导航行为,尤其是在第一人称射击游戏的竞技环境中,目前尚不清楚,但它可能对游戏设计产生重大影响。我们进行了一项用户研究(n=21),在使用人工智能代理模拟其他玩家的 VR 第一人称射击游戏中,比较了瞬移和连续移动。我们发现这两种运动方式在性能、导航行为以及用户感知方面存在明显差异。具体来说,使用远程传送时,玩家的移动距离更远,但在战斗中,玩家的静止状态更好,因此被击中的次数也更多。这些差异非常明显,有可能对多人游戏产生影响。我们讨论了平衡游戏的可能策略。
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Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games
Teleportation has been adopted as the preferred mode of navigation in many virtual reality (VR) experiences due to its ability to allow users to easily move beyond the limitations of the tracking space while minimizing the risk of inducing VR sickness. Teleportation instantly translates the user’s viewpoint to a user-selected destination and therefore eliminates any optical flow generation that could cause visual-vestibular conflict. Though teleportation is a discrete navigation method unique to the domain of VR, most VR experiences are modeled after 3D experiences found on desktop/console platforms that use continuous locomotion. How the use of teleportation affects the performance and navigation behavior of its users, especially in competitive first-person shooter environments is unknown, yet it could have a significant effect on gameplay design. We conducted a user study (n=21) that compares teleportation versus continuous locomotion using a VR first-person shooter game with other players being simulated using AI agents. We found significant differences in performance, navigation behavior, and how both locomotion methods are perceived by its users. Specifically, using teleportation, players traveled farther, but during combat were found to be more stationary and as a result got hit more frequently. These differences were profound and carry the potential to impact multiplayer games. We discuss possible strategies to balance gameplay.
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