Performance and Navigation Behavior of using Teleportation in VR First-Person Shooter Games

VR第一人称射击游戏中传送功能的性能和导航行为

阅读:1

Abstract

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 three-dimensional 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.

特别声明

1、本页面内容包含部分的内容是基于公开信息的合理引用;引用内容仅为补充信息,不代表本站立场。

2、若认为本页面引用内容涉及侵权,请及时与本站联系,我们将第一时间处理。

3、其他媒体/个人如需使用本页面原创内容,需注明“来源:[生知库]”并获得授权;使用引用内容的,需自行联系原作者获得许可。

4、投稿及合作请联系:info@biocloudy.com。