Factor of Discomfort During Jumping Extended in Virtual Space
Abstract
In conventional games, enhancing a character’s physical abilities leads to increased entertainment and exhilaration. However, in virtual reality (VR) games, the movements of the in-game characters and players are synchronized, enhancing the sense of physical presence and immersion. Therefore, it is believed that the entertainment value of VR games can be enhanced by extending the characters’ physical abilities. This study focuses on the impact of enhancing a character’s jumping ability in a VR game, which is a fundamental human movement. Our findings indicate that significantly increasing the jump height diminishes the sense of motor subjectivity. This is attributed to the incongruence between visual input and the anticipated sensation based on previous experience. We then investigated the senses that exhibited the largest discrepancies. We found that the discrepancies were particularly large in terms of speed and height, with a higher sense of levitation correlating to increased entertainment value. Future work will aim to propose a trajectory that can minimize the discrepancy in sensations of speed and height and enhance the sensation of floating.
Keywords: Virtual Reality, Redirected Jumping, Human Augmentation
DOI: 10.54941/ahfe1004671
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