An Investigation into transitions between real and virtual reality
Introduction
Since the mass release of various VR products such as the HTC Vive, Oculus Rift and PSVR in 2016, Virtual Reality has become a strong contender as the future of gaming. The advancement of VR technology is not without complications. Large numbers of VR users experience the effects of cybersickness, a range of unpleasant symptoms the are induces from exposure to virtual environments. This is a forefront issue impeding the universal gameplay and ownership of VR software; therefore, developers are beginning to investigate preventative methods to reduce the risk of VR induced sickness. One of the possible approaches to reduce cyber-sickness, which this project focuses on, is to replace the current binary transition between real and virtual reality with a smooth gradual transition that begins in a virtual replica of the users room.
Aim and Objectives
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To review current transitional methods and causes of cyber-sickness.
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To prototype different smooth transitions between real and virtual reality each of which will contain different transitional speeds and effects.
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To determine if smooth transitions increase the user’s overall immersion and reduce the effects of cyber-sickness.
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To obtain feedback and data through User Testing.
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To recommend future work for this project and how it could be widely released.
Method
For this project, three transitions were created. All of which started in an exact 3D virtual replica of the test room. Each of which were designed to include specific variables and successful areas of past research.
Transition One
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The slowest of the three transitions.
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Gives the user control over the speed of the progression of the transition.
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Contains substitutional reality for a section of the transition
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Works by adapting the areas of the room the user is not looking at towards the aesthetics of the game environment.
Transition One - Mid way through the transition where parts of the original replica of the test room are present in the game environment.
Transition Two
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Inspired by the Holodeck from Star Trek.
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Transition is themed the same as the game environment.
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Works by using a shader to dissolve the initial room around the user.
Transition Two - Mid way through the transition as the room is dissolving away.
Transition Three
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The fastest of the three transitions.
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Contains substitutional reality as a permanent part of the game environment.
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Contains a viewport which the user can use to look into the game environment from the replica of the test room.
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Works with the user putting their head through the viewport and instantaneously being taken to the substitutional reality version of the test room.
Transition Three - On the left is the initial 3d replica of the test room, on the right is the game environments substitutionaly reality equivalent.
Results
The results for this project were gathered through user testing with quantitative data being gathered with use of questionnaires.
Simulator Sickness Questionnaire
SSQ Results
Presence & Reality Judgement Questionnaire
PRJQ Results
Discussion
Simulator Sickness Questionnaire
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Overall Transition One provided the best results throughout all the sections of the questionnaire.
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Nausea: The results show that transition two was the most nauseating of the transitions. This could be due to the moving asteroids causing vection or the fact the game environment is the most improbable out of the three and added an element of surrealism.
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Oculomotor: The results show both transition one and two provided an improvement in oculomotor when comparison to the virtual replica of the test room.
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Disorientation: The results show that all of the transitions provided the users with a lower feeling of disorientation than the stand-alone game environment.
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Total Score: The results here show that all three transitions provide an alleviation regarding cyber-sickness compared to the stand-alone game environment.
Presence & Reality Judgement Questionnaire
Overall the results show that the users immersion is the same if not better when compared to the stand alone game environment.
Conclusion
From the results of this project the conclusion reached is that a smooth transition between the players reality and the virtual one, helps to alleviate user cyber-sickness and also has the possibility to improve immersion in some cases. The results further show that other variables, including the length of transition, directly affect the amount of improvement experienced in the users symptoms.
Transition One Game Environment
Transition Two Game Environment
Transition Three Game Environment
For more information or if you would like to discuss this project, please contact me using the below form.