Context

Locomotion Techniques enables to explore Virtual Environments (VEs) in Virtual Reality (VR). Such techniques require more or less physical movements and are often designed for 2D motion, where flying/jumping metaphors have been overlooked. In addition, these techniques can lead to cybersickness as the virtual and real motion do not match. Some research addressed this issue by using visual stimuli (e.g., vignetting) to restrict the user’s field of view, increasing comfort, but mostly for 2D motion. Thus, this topic aims to investigate how we can improve jumping and flying in Virtual Reality through visual stimuli.

Tasks

  • (BA/PR) Integrating virtual and/or real metaphors for jumping and flying in VR (e.g., Gorilla Tag, vertical gains, 3D steering)
  • (BA/PR) Developping post processing effects or shaders to restrict users field of view based on their motion
  • (BA/PR) Design and develop an experimental platform to test the locomotion techniques and the visual effects
  • (MA) Run a user study to assess the techniques and effects

Requirements

  • Knowledge of English language (source code, comments, and final report should be in English)
  • Programming skills (C/C++/C#)
  • Knowledge of Unity 3D and VR is advantageous

Environment

The project will be developed in Unity3D, with HTC Vive or Oculus Quest headset.

Contact

For more information please contact Hugo Brument (https://www.vr.tuwien.ac.at/people/hugo-brument/) hugo.brument@tuwien.ac.at

References

Norouzi, Nahal, Gerd Bruder, and Greg Welch. “Assessing vignetting as a means to reduce VR sickness during amplified head rotations.” Proceedings of the 15th ACM Symposium on Applied Perception. 2018.
Brument, Hugo, et al. “Influence of dynamic field of view restrictions on rotation gain perception in virtual environments.” Virtual Reality and Augmented Reality: 17th EuroVR International Conference, EuroVR 2020, Valencia, Spain, November 25–27, 2020, Proceedings 17. Springer International Publishing, 2020.
Wu, Fei, and Evan Suma Rosenberg. “Adaptive field-of-view restriction: Limiting optical flow to mitigate cybersickness in virtual reality.” Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology. 2022.
Hayashi, Daigo, et al. “Redirected jumping: Imperceptibly manipulating jump motions in virtual reality.” 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019.
Wolf, D., Rogers, K., Kunder, C., & Rukzio, E. (2020, April). Jumpvr: Jump-based locomotion augmentation for virtual reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-12).
Ogawa, K., Fujita, K., Takashima, K., & Kitamura, Y. (2022, March). Pseudojumpon: Jumping onto steps in virtual reality. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 635-643). IEEE.