Abstract
Previous implementations of self-overlapping architecture tried to hide the characteristics of their non-Euclidean environment from users. To test the outcome of showing these characteristics to users, we propose a virtual reality system with a play area of 3 m \(\times \) 3 m and procedurally generated rooms, which are connected by portals. The aim of the portals is to provide seamless transitions between rooms and render overt self-overlapping architecture for players to experience. Participants were tasked with reporting their experiences and discoveries during the playthrough. Based on this information and recordings of their view, we could determine whether they noticed any transitions. Additionally, the participants were asked specific questions regarding their experience with the overt self-overlapping environment, and how they interpreted the size of the virtual environment in relation to the physical one. The results showed that only 2 of the 20 participants who completed the full playthrough noticed any transitions, while each playthrough consisted of a minimum of 20 transitions. Therefore, we conclude that the transitions were seamless. The system did not induce significant motion sickness in participants. Most participants felt good about navigating the overt self-overlapping environment, and the general consensus was that the experience was strange, yet interesting.
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Neerdal, J.A.I.H., Hansen, T.B., Hansen, N.B., Bonita, K.L.F., Kraus, M. (2020). Navigating Procedurally Generated Overt Self-overlapping Environments in VR. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_17
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DOI: https://doi.org/10.1007/978-3-030-53294-9_17
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