Navigating procedurally generated overt self-overlapping environments in VR

Jannik A. I. H. Neerdal, Thomas B. Hansen, Nicolai B. Hansen, Kresta Louise F. Bonita, Martin Kraus

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Resumé

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 3m3m and pro-
cedurally 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 specic 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 signicant 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.
OriginalsprogEngelsk
TitelInteractivity, Game Creation, Design, Learning, and Innovation : 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019
ForlagSpringer
Publikationsdato2020
StatusUdgivet - 2020
Begivenhed8th EAI International Conference: ArtsIT, Interactivity & Game Creation - Aalborg University, Aalborg, Danmark
Varighed: 6 nov. 20198 nov. 2019
Konferencens nummer: 8
http://artsit.org

Konference

Konference8th EAI International Conference: ArtsIT, Interactivity & Game Creation
Nummer8
LokationAalborg University
LandDanmark
ByAalborg
Periode06/11/201908/11/2019
Internetadresse

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Citer dette

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. I Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019 Springer.
Neerdal, Jannik A. I. H. ; Hansen, Thomas B. ; Hansen, Nicolai B. ; Bonita, Kresta Louise F. ; Kraus, Martin. / Navigating procedurally generated overt self-overlapping environments in VR. Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019. Springer, 2020.
@inproceedings{39dce84bcfd043e08a7a693a9f2e275c,
title = "Navigating procedurally generated overt self-overlapping environments in VR",
abstract = "Previous implementations of self-overlapping architecturetried to hide the characteristics of their non-Euclidean environment fromusers. To test the outcome of showing these characteristics to users, wepropose a virtual reality system with a play area of 3m3m and pro-cedurally generated rooms, which are connected by portals. The aim ofthe portals is to provide seamless transitions between rooms and renderovert self-overlapping architecture for players to experience. Participantswere tasked with reporting their experiences and discoveries during theplaythrough. Based on this information and recordings of their view,we could determine whether they noticed any transitions. Additionally,the participants were asked specic questions regarding their experiencewith the overt self-overlapping environment, and how they interpretedthe size of the virtual environment in relation to the physical one. Theresults showed that only 2 of the 20 participants who completed the fullplaythrough noticed any transitions, while each playthrough consisted ofa minimum of 20 transitions. Therefore, we conclude that the transitionswere seamless. The system did not induce signicant motion sicknessin participants. Most participants felt good about navigating the overtself-overlapping environment, and the general consensus was that theexperience was strange, yet interesting.",
keywords = "Virtual reality, Self-overlapping architecture, Procedural generation, Navigation, Natural walking, Portals, Stencil test",
author = "Neerdal, {Jannik A. I. H.} and Hansen, {Thomas B.} and Hansen, {Nicolai B.} and Bonita, {Kresta Louise F.} and Martin Kraus",
year = "2020",
language = "English",
booktitle = "Interactivity, Game Creation, Design, Learning, and Innovation",
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}

Neerdal, JAIH, Hansen, TB, Hansen, NB, Bonita, KLF & Kraus, M 2020, Navigating procedurally generated overt self-overlapping environments in VR. i Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019. Springer, 8th EAI International Conference: ArtsIT, Interactivity & Game Creation, Aalborg, Danmark, 06/11/2019.

Navigating procedurally generated overt self-overlapping environments in VR. / Neerdal, Jannik A. I. H.; Hansen, Thomas B.; Hansen, Nicolai B.; Bonita, Kresta Louise F.; Kraus, Martin.

Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019. Springer, 2020.

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

TY - GEN

T1 - Navigating procedurally generated overt self-overlapping environments in VR

AU - Neerdal, Jannik A. I. H.

AU - Hansen, Thomas B.

AU - Hansen, Nicolai B.

AU - Bonita, Kresta Louise F.

AU - Kraus, Martin

PY - 2020

Y1 - 2020

N2 - Previous implementations of self-overlapping architecturetried to hide the characteristics of their non-Euclidean environment fromusers. To test the outcome of showing these characteristics to users, wepropose a virtual reality system with a play area of 3m3m and pro-cedurally generated rooms, which are connected by portals. The aim ofthe portals is to provide seamless transitions between rooms and renderovert self-overlapping architecture for players to experience. Participantswere tasked with reporting their experiences and discoveries during theplaythrough. Based on this information and recordings of their view,we could determine whether they noticed any transitions. Additionally,the participants were asked specic questions regarding their experiencewith the overt self-overlapping environment, and how they interpretedthe size of the virtual environment in relation to the physical one. Theresults showed that only 2 of the 20 participants who completed the fullplaythrough noticed any transitions, while each playthrough consisted ofa minimum of 20 transitions. Therefore, we conclude that the transitionswere seamless. The system did not induce signicant motion sicknessin participants. Most participants felt good about navigating the overtself-overlapping environment, and the general consensus was that theexperience was strange, yet interesting.

AB - Previous implementations of self-overlapping architecturetried to hide the characteristics of their non-Euclidean environment fromusers. To test the outcome of showing these characteristics to users, wepropose a virtual reality system with a play area of 3m3m and pro-cedurally generated rooms, which are connected by portals. The aim ofthe portals is to provide seamless transitions between rooms and renderovert self-overlapping architecture for players to experience. Participantswere tasked with reporting their experiences and discoveries during theplaythrough. Based on this information and recordings of their view,we could determine whether they noticed any transitions. Additionally,the participants were asked specic questions regarding their experiencewith the overt self-overlapping environment, and how they interpretedthe size of the virtual environment in relation to the physical one. Theresults showed that only 2 of the 20 participants who completed the fullplaythrough noticed any transitions, while each playthrough consisted ofa minimum of 20 transitions. Therefore, we conclude that the transitionswere seamless. The system did not induce signicant motion sicknessin participants. Most participants felt good about navigating the overtself-overlapping environment, and the general consensus was that theexperience was strange, yet interesting.

KW - Virtual reality

KW - Self-overlapping architecture

KW - Procedural generation

KW - Navigation

KW - Natural walking

KW - Portals

KW - Stencil test

M3 - Article in proceeding

BT - Interactivity, Game Creation, Design, Learning, and Innovation

PB - Springer

ER -

Neerdal JAIH, Hansen TB, Hansen NB, Bonita KLF, Kraus M. Navigating procedurally generated overt self-overlapping environments in VR. I Interactivity, Game Creation, Design, Learning, and Innovation: 8th EAI International Conference, ArtsIT 2019, and 4th EAI International Conference, DLI 2019. Springer. 2020