Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback
Abstract
We proposed a VR game named ''Boomshin'' using an encountered-type haptic display and investigated the effects of switching the presence of haptic feedback for objects in the VR space over time. We named objects with and without haptic feedback as ''real entities and ''clones respectively, and evaluated the impression of the VR game experience under the various temporal presentation patterns of them. The results showed that the players' surprise and satisfaction were higher when real entities and clones were mixed than when only real entities or clones appeared. In addition, a sudden change in the frequency of appearance of real entities brought an impression impact.
BibTeX
@inproceedings {10.2312:egve.20221311,
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback}},
author = {Okuya, Tetsuro and Tai, Amane and Nakanishi, Yasuto},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221311}
}
booktitle = {ICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos},
editor = {Theophilus Teo and Ryota Kondo},
title = {{Boomshin: Evaluation of VR Game Experiences with Switching the Presence of Haptic Feedback}},
author = {Okuya, Tetsuro and Tai, Amane and Nakanishi, Yasuto},
year = {2022},
publisher = {The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-03868-192-2},
DOI = {10.2312/egve.20221311}
}
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Except where otherwise noted, this item's license is described as Attribution 4.0 International License
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