Abstract
A current research topic within virtual reality is to allow the user to move by natural walking in a virtual environment that exceeds the size of the tracking area. Multiple approaches to overlapping architecture dealing with this issue already exist, but they are either custom made for a specific tracking area size or require a tracking area too large to work efficiently for personal use. This paper proposes a method to make scalable overlapping architecture by procedural generation of tile-based mazes that seamlessly teleport the user using portals. We evaluated how the tile size of the overlapping maze affects the user’s spatial awareness of their physical position. 23 participants of Aalborg University students completed the Spatial Awareness Task of finding a tile that overlapped with their starting tile in a 3 \(\times \) 3, 4 \(\times \) 4, and 5 \(\times \) 5 tile maze. Between condition 3 \(\times \) 3 and 5 \(\times \) 5, and condition 4 \(\times \) 4 and 5 \(\times \) 5, participants were more confused in the 5 \(\times \) 5 tile maze compared to 3 \(\times \) 3 (p = .0015) and 4 \(\times \) 4 (p = .0295) tile mazes.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Beat Saber by Beat Games. https://store.steampowered.com/app/620980/Beat_Saber/
Cg Programming Unity Projection for Virtual Reality - wikibooks. https://en.wikibooks.org/wiki/Cg_Programming/Unity/Projection_for_Virtual_Reality
Floor plan: Hands-on edition - by Turbo Button. https://store.steampowered.com/app/673060/Floor_Plan_HandsOn_Edition/
The Lab by Valve. https://store.steampowered.com/app/450390/The_Lab/
Rec Room - by Against Gravity®. https://store.steampowered.com/app/471710/Rec_Room/
SteamVR - Valve. http://steamvr.com
Tea For God by Void Room. https://void-room.itch.io/tea-for-god
Unseen Diplomacy by Triangular Pixels. https://store.steampowered.com/app/429830/Unseen_Diplomacy/
VIVE\(^{\rm TM}\) | VIVE Virtual Reality System. https://www.vive.com/us/product/vive-virtual-reality-system/
Ang, Y.Y., Sulaiman, P.S., Rahmat, R.W.O.K., Norowi, N.M.: Put down the controller, enable “Walking” in a virtual reality (VR) environment: a review. In: Perez, G.M., Tiwari, S., Trivedi, M.C., Mishra, K.K. (eds.) Ambient Communications and Computer Systems, pp. 367–379. Advances in Intelligent Systems and Computing, Springer Singapore (2018)
Bruce, A.: Antichamber - A Mind-Bending Psychological Exploration Game. http://www.antichamber-game.com/
Fisher, J.A., Garg, A., Singh, K.P., Wang, W.: Designing intentional impossible spaces in virtual reality narratives: a case study. In: 2017 IEEE Virtual Reality (VR), pp. 379–380, March 2017. https://doi.org/10.1109/VR.2017.7892335
Jerald, J.: The VR Book: Human-Centered Design for Virtual Reality. Association for Computing Machinery and Morgan & Claypool, October 2015. http://dl.acm.org/citation.cfm?id=2792790
Kennedy, R.S., Lane, N.E., Berbaum, K.S., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993). https://doi.org/10.1207/s15327108ijap0303_3
Kim, H.K., Park, J., Choi, Y., Choe, M.: Virtual reality sickness questionnaire (VRSQ): motion sickness measurement index in a virtual reality environment. Appl. Ergon. 69, 66–73 (2018). https://doi.org/10.1016/j.apergo.2017.12.016. http://www.sciencedirect.com/science/article/pii/S000368701730282X
Kooima, R.: Generalized Perspective Projection (2011)
Marwecki, S., Baudisch, P.: Scenograph: fitting real-walking VR experiences into various tracking volumes. In: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology, event-place: Berlin, Germany, UIST 2018, pp. 511–520. ACM, New York (2018). https://doi.org/10.1145/3242587.3242648
Nilsson, N.C., Serafin, S., Steinicke, F., Nordahl, R.: Natural walking in virtual reality: a review. Comput. Entertain. 16(2), 8:1–8:22 (2018). https://doi.org/10.1145/3180658
Rietzler, M., Gugenheimer, J., Hirzle, T., Deubzer, M., Langbehn, E., Rukzio, E.: Rethinking redirected walking: on the use of curvature gains beyond perceptual limitations and revisiting bending gains. In: 2018 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 115–122. IEEE, Munich, October 2018. https://doi.org/10.1109/ISMAR.2018.00041. https://ieeexplore.ieee.org/document/8613757/
Ruddle, R.A., Lessels, S.: The benefits of using a walking interface to navigate virtual environments. ACM Trans. Comput. Hum. Interact. 16(1), 1–18 (2009). https://doi.org/10.1145/1502800.1502805. http://portal.acm.org/citation.cfm?doid=1502800.1502805
Serubugo, S., Skantarova, D., Evers, N., Kraus, M.: Walkable self-overlapping virtual reality maze and map visualization demo: public virtual reality setup for asymmetric collaboration. In: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, VRST 2017, Event-place: Gothenburg, Sweden, pp. 91:1–91:2. ACM, New York (2017). https://doi.org/10.1145/3139131.3141774. http://doi.acm.org/10.1145/3139131.3141774
Sra, M., Xu, X., Mottelson, A., Maes, P.: VMotion: designing a seamless walking experience in VR. In: Proceedings of the 2018 Designing Interactive Systems Conference, Event-place: Hong Kong, China, pp. 59–70. ACM, New York (2018). https://doi.org/10.1145/3196709.3196792. http://doi.acm.org/10.1145/3196709.3196792
Suma, E.A., Clark, S., Krum, D., Finkelstein, S., Bolas, M., Warte, Z.: Leveraging change blindness for redirection in virtual environments. In: 2011 IEEE Virtual Reality Conference, pp. 159–166, March 2011. https://doi.org/10.1109/VR.2011.5759455
Suma, E.A., Finkelstein, S.L., Clark, S., Goolkasian, P., Hodges, L.F.: Effects of travel technique and gender on a divided attention task in a virtual environment. In: 2010 IEEE Symposium on 3D User Interfaces (3DUI), pp. 27–34, March 2010. https://doi.org/10.1109/3DUI.2010.5444726
Suma, E.A., Lipps, Z., Finkelstein, S., Krum, D.M., Bolas, M.: Impossible spaces: maximizing natural walking in virtual environments with self-overlapping architecture. IEEE Trans. Vis. Comput. Graph. 18(4), 555–564 (2012). https://doi.org/10.1109/TVCG.2012.47. http://ieeexplore.ieee.org/document/6165136/
Technologies Unity: Unity. https://unity.com/frontpage
Togelius, J., Shaker, N., Nelson, M.J.: Procedural generation in game design. In: Shaker, N., Togelius, J., Nelson, M.J. (eds.) Procedural Content Generation in Games, pp. 1–15. Computational Synthesis and Creative Systems. Springer. Cham (2016). https://doi.org/10.1007/978-3-319-42716-4_1
Usoh, M., et al.: Walking - walking-in-place - flying, in virtual environments. In: Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1999, pp. 359–364. ACM Press/Addison-Wesley Publishing Co., New York (1999). https://doi.org/10.1145/311535.311589
Vasylevska, K., Kaufmann, H., Bolas, M., Suma, E.A.: Flexible spaces: a virtual step outside of reality. In: 2013 IEEE Virtual Reality (VR), pp. 109–110, March 2013. https://doi.org/10.1109/VR.2013.6549386
Vasylevska, K., Kaufmann, H.: Compressing VR: fitting large virtual environments within limited physical space. IEEE Comput. Graphics Appl. 37(5), 85–91 (2017). https://doi.org/10.1109/MCG.2017.3621226
Vasylevska, K., Kaufmann, H.: Towards efficient spatial compression in self-overlapping virtual environments. In: 2017 IEEE Symposium on 3D User Interfaces (3DUI), pp. 12–21. IEEE, Los Angeles (2017). https://doi.org/10.1109/3DUI.2017.7893312
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Koltai, B.G., Husted, J.E., Vangsted, R., Mikkelsen, T.N., Kraus, M. (2020). Procedurally Generated Self Overlapping Mazes in Virtual Reality. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_16
Download citation
DOI: https://doi.org/10.1007/978-3-030-53294-9_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-53293-2
Online ISBN: 978-3-030-53294-9
eBook Packages: Computer ScienceComputer Science (R0)