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  • 學位論文

以力曲線感受模型提升在虛擬實境中的撞擊體驗

HeadImpact: Perceptual Design for Rendering Different Egocentric Impact Properties in VR

指導教授 : 陳彥仰
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摘要


衝擊事件很常在虛擬實境(VR)遊戲和體驗中廣泛發生(從爆炸,足球到子彈),並且在大小,質量,速度和剛度等屬性上都存在很大差異。由於系統效能限制和安全疑慮(例如爆炸),現今的力回饋裝置通常無法重現真實的衝擊體驗,但現有研究尚未探討如何設計真實的力回饋,因此這議題仍值得探索。我們透過調整力回饋之上升時間、持續時間和作用力大小,以塑造力曲線,並使用震動和非接地式方向性力回饋兩種技術,模擬衝擊物體性質。我們首先請使用者設計VR遊戲中常見的6種衝擊體驗,結果顯示使用者對不同類型的衝擊設計了顯著不同的力曲線。為了解力曲線特性如何影響使用者對衝擊物體性質的感知,我們透過幅度估計使用者研究,總結出感知模型和設計指引,以幫助設計更多種衝擊體驗。 最後,我們進行了使用者體驗評估,結果顯示相較於震動回饋,具方向性的力回饋顯著改善了衝擊體驗的真實感和沈浸感,並獲89%受測者的偏好。

並列摘要


Egocentric impact events are common in VR games and experiences. They range widely from explosions to footballs to bullets, with substantial differences in properties such as size, mass, speed, and stiffness. However, because the physics of impact experiences typically cannot be reproduced exactly due to system limitations and safety concerns (e.g. explosions), designing force feedback is necessary yet there has not been systematic exploration and understanding on how to design realistic feedback. This paper explores the perceptual design for rendering egocentric impact properties by shaping the force curves through rise time, duration, and force magnitude, for both vibrotactile feedback and ungrounded directional force feedback. We first conducted a user study to design for 6 common impact experiences in popular games, with results showing that users designed significantly different force curves for different types of impact. To understand how force curve properties affect users’ perception of impact properties, we then conducted a magnitude estimation study and summarized a perception model and guidelines to help design impact experiences. Last, we conducted a user experience evaluation study, which showed that ungrounded directional force feedback significantly improved realism and immersion of the impact experience over vibrotactile feedback, and was most preferred by 89% of participants.

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