Evaluating collision avoidance effects on discomfort in virtual environments

Nick Sohre, Charlie MacKin, Victoria Interrante, Stephen J Guy

Research output: Chapter in Book/Report/Conference proceedingConference contribution

6 Scopus citations

Abstract

Dynamic, moving characters are increasingly a part of interactive virtual experiences enabled by immersive display technologies such as head-mounted displays (HMDs). In this new context, it is important to consider the impact their behavior has on user experiences. Here, we explore the role collision avoidance between virtual agents and the VR user plays on overall comfort and perceptual experience in an immersive virtual environment. Several users participated in an experiment were they were asked to walk through a dense stream of virtual agents who may or may not be using collision avoidance techniques to avoid them. When collision avoidance was used participants took more direct paths, with less jittering or backtracking, and found the resulting simulated motion to be less intimidating, more realistic, and more comfortable.

Original languageEnglish (US)
Title of host publication2017 IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781538627587
DOIs
StatePublished - May 30 2017
Event2nd IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017 - Los Angeles, United States
Duration: Mar 19 2017 → …

Publication series

Name2017 IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017

Other

Other2nd IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017
CountryUnited States
CityLos Angeles
Period3/19/17 → …

Keywords

  • Atmospheric measurements
  • Lead
  • Particle measurements
  • Resists

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    Sohre, N., MacKin, C., Interrante, V., & Guy, S. J. (2017). Evaluating collision avoidance effects on discomfort in virtual environments. In 2017 IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017 [7935624] (2017 IEEE Virtual Humans and Crowds for Immersive Environments, VHCIE 2017). Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.1109/VHCIE.2017.7935624