VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR Experiences

Motion Sickness & Passenger ExperienceImmersion & Presence Research

Title of the Paper

VeeR: Deliberately Designing VR Motion that Diverges from Physical Motion to Create More Entertaining Experiences

Paper Information

  • Field of Study: Virtual Reality (VR) User Experience Design and Motion Perception Optimization
  • Keywords: User Experience Design, Virtual Reality, Serendipitous Haptic Sensation, Motion Perception, Passive and Active VR Design, Transportation and VR Integration

Research Background and Problem

  • Problem or Challenge:

    • In daily transportation, movement paths are often linear to ensure comfort and safety, which reduces the entertainment value of the ride experience. Additionally, VR applications typically require matching physical motion with virtual motion, but such designs may limit the imagination and immersion of VR experiences.
    • While previous studies have explored matching physical motion with virtual motion in in-car VR to enhance immersion, strategies for designing VR experiences that deviate from actual physical motion paths have rarely been deeply explored.
  • Significance:

    • Transforming mundane daily transportation movements into engaging VR experiences could not only enhance the entertainment value of transportation but also provide VR designers with greater creative flexibility. This is particularly significant in public transportation scenarios such as subway rides, where exploring the potential of decoupling physical motion from virtual motion holds great promise.
  • Research Motivation and Related Work:

    • Existing studies often focus on how VR can precisely match users' physical motion paths to virtual experiences or use techniques like "redirected walking" to expand users' freedom of movement in limited spaces. However, these studies mainly concentrate on modifying physical paths, whereas this research aims to explore how "virtual veering motion" paths can be designed to enhance VR immersion and entertainment in daily transportation.
    • The goal is to answer: Can virtual motion design deviations (veering) enhance overall user experience while considering user comfort?

Solution

  • Method or Solution:

    • Proposed the "veering" design method, which creates "virtual veering motion" in VR that deviates from users' physical motion paths, transforming mundane transportation experiences into more entertaining VR experiences.
    • The method primarily involves three key directions of "veering" design: lateral (left/right turns), upward (pitching upward), and downward (pitching downward).
  • Innovations:

    • Unlike traditional VR designs that are fully synchronized with physical motion, this work is the first to systematically study preferences for virtual motion deviations and integrates experiences akin to roller coasters and theme parks into daily transportation scenarios.
    • Developed a design model for user-preferred veering motion rates and directions and explored its practical application through two user studies.
  • Implementation Steps and Key Techniques:

    1. Formative Study: Conducted initial quantitative and qualitative experiments on a subway (24 participants) to explore users' preferred veering rates and directions during acceleration, cruising, and deceleration phases.
      • Extracted user preferences for veering motion rates and directions, such as participants favoring upward pitching during acceleration and downward pitching during deceleration.
    2. Summative Study: Evaluated user experiences in two different VR environments (urban and interstellar scenes) (18 participants).
      • Compared user experience metrics (e.g., immersion, realism, entertainment, comfort, and overall preference) under conditions with/without veering.
      • Compared user experiences under conditions with/without physical motion.

Research Findings

  • Specific Results:

    • Users preferred higher veering rates (average rate of 67.1 degrees/second, similar to roller coaster designs in theme parks).
    • User preferences for veering directions varied across different phases: upward deviations were favored during acceleration, while downward deviations were preferred during deceleration.
  • Advantages:

    • Significant Improvement in Immersion and Entertainment:
      • Under veering conditions, most participants reported significantly enhanced immersion (p < .01) and entertainment (p < .001) in VR experiences.
      • Overall preference for the experience increased by 89%.
    • Physical Motion Enhances Experience:
      • Compared to standing still, combining VR experiences with daily physical motion (e.g., subway movement) resulted in participants feeling greater immersion, realism, and entertainment (100% of participants preferred physical motion conditions).
  • Experimental or Evaluation Results:

    • Motion conflicts caused slight discomfort, but participants still preferred veering designs overall, even when considering comfort.
    • VR motion design can simulate stimulating experiences similar to roller coasters, even when users are experiencing ordinary daily transportation movements.
  • Limitations and Future Directions:

    • Current Limitations:

      • The study was limited to physical motion on straight subway segments and has not been extended to other transportation modes (e.g., cars, airplanes) or more complex motion conditions.
      • Current designs did not account for personalized user needs, such as fine-tuned customization of veering rates and directions.
    • Future Work:

      • Explore applicability across more vehicle types and transportation scenarios.
      • Develop dynamic interactive elements (e.g., veering operations in escape or shooting games).
      • Consider optimized designs for different user postures and orientations (e.g., sitting vs. standing).
      • Integrate mixed reality (MR) technology to design mitigation strategies for potential safety issues, such as dynamically interacting with the surrounding environment.

Conclusion

This study validates the feasibility of transforming daily transportation motion into entertaining and immersive VR experiences through the intervention of veering technology. It provides VR designers with a new flexible approach and enriches the potential experiences of passengers in everyday public transportation scenarios. This not only addresses the traditional trade-off between motion and immersion but also inspires more application directions for future VR design.

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https://hci.top/en/papers/chi/148319/2024

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DOI: https://doi.org/10.1145/3613904.3642064
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2024
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Motion Sickness & Passenger Experience, Immersion & Presence Research
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