Effects of Walking Together in a Co-Located Virtual Reality Game

Bjørn Christian Winther, Mikkel Lynggaard Krarup, Patrick Nicolai Andersen, Ungyeol Lee, Niels Christian Nilsson*

*Corresponding author for this work

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

34 Downloads (Pure)

Abstract

This paper details a within-subjects study exploring how two lo-comotion techniques affect players' experiences while playing a co-located virtual reality (VR) game. The participants played a two-versus-two game, reminiscent of laser tag, in a 14m×14m arena, and they moved around in the arena either by physically walking or by using VR controller while standing. When walking, participants reported significantly higher social presence directed at their team-mates and significantly lower simulator sickness. Moreover, they found walking significantly more natural, they were significantly more likely to forget that they were using controllers, and they were significantly more concerned with keeping distance to other players.
Original languageEnglish
Title of host publication2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
Number of pages6
PublisherIEEE
Publication date2023
Pages257-262
ISBN (Print)979-8-3503-4840-8
ISBN (Electronic)979-8-3503-4839-2
DOIs
Publication statusPublished - 2023
EventIEEE Conference on Virtual Reality and 3D User Interfaces 2023 - Shanghai, China
Duration: 25 Mar 202329 Mar 2023
Conference number: 30
https://ieeevr.org/2023/

Conference

ConferenceIEEE Conference on Virtual Reality and 3D User Interfaces 2023
Number30
Country/TerritoryChina
City Shanghai
Period25/03/202329/03/2023
Internet address

Keywords

  • Human computer interaction (HCI)
  • Human-centered computing
  • Interaction paradigms
  • Virtual reality

Fingerprint

Dive into the research topics of 'Effects of Walking Together in a Co-Located Virtual Reality Game'. Together they form a unique fingerprint.

Cite this