ABSTRACT
We present a pilot study comparing visual feedback mechanisms for preventing physical collisions between co-located VR users. These include Avatar (a 3D avatar in co-located with the other user), BoundingBox (similar to HTC's "chaperone"), and CameraOverlay (live video feed overlaid on the virtual environment). Using a simulated second user, we found that CameraOverlay and Avatar had the fastest travel time around an obstacle, but BoundingBox had the fewest collisions at 0.07 collision/trial versus 0.2 collisions/trial for Avatar and 0.4 collisions/trial for CameraOverlay. However, subjective participant impressions strongly favoured Avatar and CameraOverlay over BoundingBox. Based on these results, we propose future studies on hybrid methods combining the best aspects of Avatar (speed, user preference) and BoundingBox (safety).
Supplemental Material
- Jeannette E Holm. 2012. Collision Prediction and Prevention in a Simultaneous Multi-User Immersive Virtual Environment. . Chiara F Sambo and Gian Domenico Iannetti. 2013. Better safe than sorry? The safety margin surrounding the body is increased by anxiety. The Journal of neuroscience?: the official journal of the Society for Neuroscience 33, 35: 14225--30. Martijn J. Schuemie, Peter van der Straaten, Merel Krijn, and Charles A.P.G. van der Mast. 200 Research on Presence in Virtual Reality: A Survey. CyberPsychology & Behavior 4, 2: 183--201. Frank Steinicke, Gerd Bruder, Student Member, Jason Jerald, Harald Frenz, and Markus Lappe. 2010. Estimation of Detection Thresholds for Redirected Walking Techniques. IEEE Transactions on Visualization and Computer Graphics 16, 1: 17--27. Stephan Streuber and Astros Chatziastros. 2007. Human interaction in multi-user virtual reality. Proceedings of the 10th International Conference on Humans and Computers. HC 2007, 1--6. Jianbo Su. 2014. Motion Compression for Telepresence Locomotion. Presence: Teleoperators and Virtual Environments 16, 4: 385--398. David Waller, Eric Bachmann, Eric Hodgson, and Andrew C. Beall. 2007. The HIVE: A huge immersive virtual environment for research in spatial cognition. Behavior Research 39, 4: 835--843. Rec Room on Steam. 1 Jun, 2016. Retrieved November 30, 2016 from http://store.steampowered.com/app/471710/. Pool Nation on Steam. 18 Oct, 2013. Retrieved November 30, 2016 from http://store.steampowered.com/app/254440/. Unity - Game Engine. 2016. Retrieved November 30, 2016 from https://unity3d.com/. 12016. Vive | Discover Virtual Reality Beyond Imagination. Retrieved November 15, 2016 from https://www.vive.com/ca/. 2016. Tilt Brush. Retrieved November 20, 2016 from https://www.tiltbrush.com/.Google Scholar
Index Terms
- VR Collide! Comparing Collision-Avoidance Methods Between Co-located Virtual Reality Users
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