Abstract
Redirected walking techniques use rotational gains to guide users away from physical obstacles as they walk in a virtual world, effectively creating the illusion of a larger virtual space than is physically present. Designers often want to keep users unaware of this manipulation, which is made possible by limitations in human perception that render rotational gains imperceptible below a certain threshold. Many aspects of these thresholds have been studied; however, no research has yet considered whether these thresholds may change over time as users gain more experience with them. To study this, we recruited 20 novice VR users (no more than 1 hour of prior experience with an HMD) and provided them with an Oculus Quest to use for 4 weeks on their own time. They were tasked to complete an activity assessing their sensitivity to rotational gain once each week, in addition to whatever other activities they wanted to perform. No feedback was provided to participants about their performance during each activity, minimizing the possibility of learning effects accounting for any observed changes over time. We observed that participants became significantly more sensitive to rotation gains over time, underscoring the importance of considering prior user experience in applications involving rotational gain, as well as how prior user experience may affect other, broader applications of VR.
- [1] . 2006. A longitudinal study of task performance, head movements, subjective report, simulator sickness, and transformed social interaction in collaborative virtual environments. Presence: Teleoperat. Virt. Environ. 15, 6 (2006), 699–716.Google ScholarDigital Library
- [2] . 2015. Fitting linear mixed-effects models using lme4. J. Stat. Softw. 67, 1 (2015), 1–48. Google ScholarCross Ref
- [3] . 1999. The rate of adaptation to displacement prisms remains constant despite acquisition of rapid calibration. J. Exp. Psychol.: Hum. Percept. Perf. 25, 5 (1999), 1331.Google ScholarCross Ref
- [4] . 1998. The necessity of a perception–action approach to definite distance perception: Monocular distance perception to guide reaching. J. Exp. Psychol.: Hum. Percept. Perf. 24, 1 (1998), 145.Google ScholarCross Ref
- [5] . 2012. Redirecting walking and driving for natural navigation in immersive virtual environments. IEEE Trans. Vis. Comput. Graph. 18, 4 (2012), 538–545.Google ScholarDigital Library
- [6] . 2020. Influence of dynamic field of view restrictions on rotation gain perception in virtual environments. In International Conference on Virtual Reality and Augmented Reality. Springer, 20–40.Google ScholarDigital Library
- [7] . 2002. Gender-specific induction of enhanced sensitivity to odors. Nat. Neurosci. 5, 3 (2002), 199–200.Google ScholarCross Ref
- [8] . 2012. Motor learning, retention and transfer after virtual-reality-based training in Parkinson’s disease—Effect of motor and cognitive demands of games: A longitudinal, controlled clinical study. Physiotherapy 98, 3 (2012), 217–223.Google ScholarCross Ref
- [9] . 2018. Can simulator sickness be avoided? A review on temporal aspects of simulator sickness. Front. Psychol. 9 (2018), 2132.Google ScholarCross Ref
- [10] . 2018. Effects of anthropomorphic fidelity of self-avatars on reach boundary estimation in immersive virtual environments. In Proceedings of the 15th ACM Symposium on Applied Perception. 1–8.Google ScholarDigital Library
- [11] . 2016. Impact of combined cognitive and motor rehabilitation in a virtual reality task: An on-going longitudinal study in the chronic phase of stroke. In Proceedings of the 11th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT’16). 1–10.Google Scholar
- [12] . 2013. Paranoia and post-traumatic stress disorder in the months after a physical assault: A longitudinal study examining shared and differential predictors. Psychol. Med. 43, 12 (2013), 2673–2684.Google ScholarCross Ref
- [13] . 2022. Understanding group behavior in virtual reality: A large-scale, longitudinal study in the metaverse. In Proceedings of the 72nd Annual International Communication Association Conference.Google Scholar
- [14] . 2016. Whole body vibration training improves vibration perception threshold in healthy young adults: A randomized clinical trial pilot study. J. Musculoskel. Neuron. Interact. 16, 1 (2016), 12.Google Scholar
- [15] . 2021. A longitudinal study of students’ perceptions of immersive virtual reality teaching interventions. In Proceedings of the 7th International Conference of the Immersive Learning Research Network (iLRN’21). IEEE, 1–7.Google ScholarCross Ref
- [16] . 2021. Longitudinal studies support the safety and ethics of virtual reality suicide as a research method. Sci. Rep. 11, 1 (2021), 1–12.Google Scholar
- [17] . 1993. Simulator sickness questionnaire: An enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3, 3 (1993), 203–220.Google ScholarCross Ref
- [18] . 2021. Working together on diverse tasks: A longitudinal study on individual workload, presence and emotional recognition in collaborative virtual environments. Front. Virt. Reality 2 (2021), 53.Google ScholarCross Ref
- [19] . 2020. Effectiveness of a participatory and interactive virtual reality intervention in patients With social anxiety disorder: Longitudinal questionnaire study. J. Med. Internet Re. 22, 10 (2020), e23024.Google ScholarCross Ref
- [20] . 1995. The effect of different forms of centering in hierarchical linear models. Multivar. Behav. Res. 30, 1 (1995), 1–21.Google ScholarCross Ref
- [21] . 2004. A comparison of the general linear mixed model and repeated measures ANOVA using a dataset with multiple missing data points. Biol. Res. Nurs. 6, 2 (2004), 151–157.Google ScholarCross Ref
- [22] . 2008. Recalibration of rotational locomotion in immersive virtual environments. ACM Trans. Appl. Percept. 5, 3 (2008), 1–11.Google ScholarDigital Library
- [23] . 2016. quickpsy: An R package to fit psychometric functions for multiple groups. R J. 8, 1 (2016), 122–131. https://journal.r-project.org/archive/2016-1/linares-na.pdf.Google ScholarCross Ref
- [24] . 2020. Best practice guidance for linear mixed-effects models in psychological science. J. Memory Lang. 112 (2020), 1–22. Google ScholarCross Ref
- [25] . 2018. A longitudinal study of small group interaction in social virtual reality. In Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology. 1–10.Google ScholarDigital Library
- [26] . 2016. Estimation of detection thresholds for audiovisual rotation gains. In Proceedings of the IEEE Virtual Reality (VR’16). IEEE, 241–242.Google ScholarCross Ref
- [27] . 2021. Impact of long-term use of an avatar to IVBO in the social VR. In International Conference on Human-Computer Interaction. Springer, 322–336.Google ScholarDigital Library
- [28] . 2016. Disguising rotational gain for redirected walking in virtual reality: Effect of visual density. In Proceedings of the IEEE Virtual Reality (VR’16). IEEE, 259–260.Google ScholarCross Ref
- [29] . 2020. Mind the gap: The underrepresentation of female participants and authors in virtual reality research. IEEE Trans. Vis. Comput. Graph. 26, 5 (2020), 1945–1954.Google ScholarCross Ref
- [30] . 2022. Virtual reality induces symptoms of depersonalization and derealization: A longitudinal randomised control trial. Comput. Hum. Behav. 131 (2022), 107233.Google ScholarDigital Library
- [31] . 2004. Improving vision in adult amblyopia by perceptual learning. Proc. Natl. Acad. Sci. U.S.A. 101, 17 (2004), 6692–6697.Google ScholarCross Ref
- [32] . 2018. Guidelines on successfully porting non-immersive games to virtual reality: A case study in minecraft. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 405–415.Google Scholar
- [33] . 2019. An analysis of longitudinal trends in consumer thoughts on presence and simulator sickness in VR games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 277–285.Google Scholar
- [34] . 2017. R: A Language and Environment for Statistical Computing. R Foundation for Statistical Computing, Vienna, Austria.Google Scholar
- [35] . 2021. The influence of hand visualization in tool-based motor-skills training, a longitudinal study. In Proceedings of the IEEE Virtual Reality and 3D User Interfaces (VR’21). IEEE, 103–112.Google ScholarCross Ref
- [36] . 2021. Redirected walking using continuous curvature manipulation. IEEE Trans. Vis. Comput. Graph. 27, 11 (2021), 4278–4288.Google ScholarDigital Library
- [37] . 2013. Estimation of detection thresholds for acoustic based redirected walking techniques. In Proceedings of the IEEE Virtual Reality (VR’13). IEEE, 161–162.Google ScholarCross Ref
- [38] . 2016. Learning and retention using virtual reality in a decontamination simulation. Nurs. Educ. Perspect. 37, 4 (2016), 210–214.Google ScholarCross Ref
- [39] . 2008. Analyses of human sensitivity to redirected walking. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology. 149–156.Google Scholar
- [40] . 2009. Estimation of detection thresholds for redirected walking techniques. IEEE Trans. Vis. Comput. Graph. 16, 1 (2009), 17–27.Google ScholarDigital Library
- [41] . 2016. Empowering students to create better virtual reality applications: A longitudinal study of a VR capstone course. Inf. Educ. 15, 2 (2016), 287–317.Google Scholar
- [42] . 2013. Ecological validity of virtual reality daily living activities screening for early dementia: Longitudinal study. JMIR Ser. Games 1, 1 (2013), e2778.Google ScholarCross Ref
- [43] . 2002. Telecommuting technology implementations: A within-and between-subjects longitudinal field study. Person. Psychol. 55, 3 (2002), 661–687.Google ScholarCross Ref
- [44] Cesko C. Voeten. 2021. buildmer: Stepwise Elimination and Term Reordering for Mixed-Effects Regression. https://CRAN.R-project.org/package=buildmer R package version 2.1.Google Scholar
- [45] . 2009. ggplot2: Elegant Graphics for Data Analysis. Springer-Verlag, New York, NY.Google ScholarCross Ref
- [46] . 2019. Estimation of rotation gain thresholds considering fov, gender, and distractors. IEEE Trans. Vis. Comput. Graph. 25, 11 (2019), 3158–3168.Google ScholarCross Ref
- [47] . 2016. Bimanual psychomotor performance in neurosurgical resident applicants assessed using NeuroTouch, a virtual reality simulator. J. Surg. Educ. 73, 6 (2016), 942–953.Google ScholarCross Ref
- [48] . 2018. Detection thresholds for rotation and translation gains in 360 video-based telepresence systems. IEEE Trans. Vis. Comput. Graph. 24, 4 (2018), 1671–1680.Google ScholarDigital Library
- [49] . 2013. Human sensitivity to dynamic rotation gains in head-mounted displays. In Proceedings of the ACM Symposium on Applied Perception. 71–74.Google ScholarDigital Library
Index Terms
- Experience Matters: Longitudinal Changes in Sensitivity to Rotational Gains in Virtual Reality
Recommendations
Studying the Influence of Translational and Rotational Motion on the Perception of Rotation Gains in Virtual Environments
SUI '21: Proceedings of the 2021 ACM Symposium on Spatial User InteractionRotation gains in Virtual Reality (VR) enable the exploration of wider Virtual Environments (VEs) compared to the workspace users have in VR setups. The perception of these gains has been consequently explored through multiple experimental conditions ...
Enabling Reusable Haptic Props for Virtual Reality by Hand Displacement
MuC '21: Proceedings of Mensch und Computer 2021Virtual Reality (VR) enables compelling visual experiences. However, providing haptic feedback is still challenging. Previous work suggests utilizing haptic props to overcome such limitations and presents evidence that props could function as a single ...
Visualizing the keyboard in virtual reality for enhancing immersive experience
SIGGRAPH '17: ACM SIGGRAPH 2017 PostersRecently, virtual reality (VR) becomes more and more popular and provides users an immersive experience with a head-mounted display (HMD). However, in some applications, users have to interact with physical objects while immersed in VR. With a non-see-...
Comments