We compared three techniques for handling head-object collisions
in room-scale virtual reality (VR). We developed a game whose
mechanics induce such collisions which we either addressed (1)
not at all, (2) by fading the screen information to black, or (3) by
restricting translation, i.e. correcting the virtual offset in such a way
that no penetration occurred. We measured these conditions’ impact
on simulator sickness, fun, and immersion perception. We found
that the translation-restricted method yielded the greatest immersion
value but also contributed the most to simulator sickness.
%0 Conference Proceedings
%1 ziegler2018simulator
%A Ziegler, Peter
%A Roth, Daniel
%A Knote, Andreas
%A Kreuzer, Michael
%A von Mammen, Sebastian
%D 2018
%K droth insync myown
%T Simulator Sick but still Immersed: A Comparison of Head-Object Collision
Handling and their Impact on Fun, Immersion, and Simulator Sickness
%U https://downloads.hci.informatik.uni-wuerzburg.de/2018-ieeevr-simsick.pdf
%V Proceedings of the 25th IEEE Virtual Reality (VR) conference
%X We compared three techniques for handling head-object collisions
in room-scale virtual reality (VR). We developed a game whose
mechanics induce such collisions which we either addressed (1)
not at all, (2) by fading the screen information to black, or (3) by
restricting translation, i.e. correcting the virtual offset in such a way
that no penetration occurred. We measured these conditions’ impact
on simulator sickness, fun, and immersion perception. We found
that the translation-restricted method yielded the greatest immersion
value but also contributed the most to simulator sickness.
@proceedings{ziegler2018simulator,
abstract = {We compared three techniques for handling head-object collisions
in room-scale virtual reality (VR). We developed a game whose
mechanics induce such collisions which we either addressed (1)
not at all, (2) by fading the screen information to black, or (3) by
restricting translation, i.e. correcting the virtual offset in such a way
that no penetration occurred. We measured these conditions’ impact
on simulator sickness, fun, and immersion perception. We found
that the translation-restricted method yielded the greatest immersion
value but also contributed the most to simulator sickness.},
added-at = {2018-08-07T19:42:05.000+0200},
author = {Ziegler, Peter and Roth, Daniel and Knote, Andreas and Kreuzer, Michael and von Mammen, Sebastian},
biburl = {https://www.bibsonomy.org/bibtex/22097cb8e354799d0f38280b7d7cb04c5/hci-uwb},
interhash = {0982be1027dd02542c7978a8227e6c80},
intrahash = {2097cb8e354799d0f38280b7d7cb04c5},
keywords = {droth insync myown},
timestamp = {2019-05-13T20:59:01.000+0200},
title = {Simulator Sick but still Immersed: A Comparison of Head-Object Collision
Handling and their Impact on Fun, Immersion, and Simulator Sickness},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-ieeevr-simsick.pdf},
volume = {Proceedings of the 25th IEEE Virtual Reality (VR) conference},
year = 2018
}