Measurement of User Perception Time for Speed Changes in Virtual Reality
Abstract
In conventional role-playing and action games, players control characters via a remote or control panel, often greatly enhancing their physical abilities and providing increased entertainment and exhilaration. Recently, head-mounted displays (HMDs) have enabled players’ movements to synchronize directly with in-game characters, offering greater In conventional role-playing and action games, players control characters via a remote or control panel, often greatly enhancing their physical abilities. In conventional games, enhancing a character’s physical abilities leads to increased entertainment and exhilaration. However, in virtual reality (VR) games, the movements of in-game characters and players are synchronized, enhancing the sense of physical presence and immersion. Therefore, the entertainment value of VR games can be enhanced by extending the characters’ physical abilities. This study focused on the perception of speed as a factor contributing to a reduced sense of agency during jump extension. Experiments were conducted to clarify differences in the perception of speed changes between ascent (deceleration) and descent (acceleration), and the results were evaluated using reaction times. The results suggest that during jumping, the sensation of speed may be more easily perceived during the ascent phase than during the descent phase. Therefore, for significantly extended jumps, a trajectory that maintains a constant airborne time while shortening the ascent time and lengthening the descent time may be effective.
Keywords: Virtual Reality, Human Augmentation, Visual Processing
DOI: 10.54941/ahfe1006884
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