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An In-Depth Exploration of the Effect of 2D/3D Views and Controller Types on First Person Shooter Games in Virtual Reality

  • Diego Monteiro
  • , Hai Ning Liang
  • , Jialin Wang
  • , Hao Chen
  • , Nilufar Baghaei
    • Xi'an Jiaotong-Liverpool University
    • Massey University

    Research output: Chapter in Book or Report/Conference proceeding › Conference Proceeding › peer-review

    35 Citations (Scopus)

    Abstract

    The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor. However, there is still much to be learned, especially how views and input techniques, as well as their interaction, affect the VR experience. There is little work done on First-Person Shooter (FPS) games in VR, and those few studies have focused on a single aspect of VR FPS. They either focused on the view, e.g., comparing VR to a typical 2D display or on the controller types. To the best of our knowledge, there are no studies investigating variations of 2D/3D views in HMDs, controller types, and their interactions. As such, it is challenging to distinguish findings related to the controller type from those related to the view. If a study does not control for the input method and finds that 2D displays lead to higher performance than VR, we cannot generalize the results because of the confounding variables. To understand their interaction, we propose to analyze in more depth, whether it is the view (2D vs. 3D) or the way it is controlled that gives the platforms their respective advantages. To study the effects of the 2D/3D views, we created a 2D visual technique, PlaneFrame, that was applied inside the VR headset. Our results show that the controller type can have a significant positive impact on performance, immersion, and simulator sickness when associated with a 2D view. They further our understanding of the interactions that controllers and views have and demonstrate that comparisons are highly dependent on how both factors go together. Further, through a series of three experiments, we developed a technique that can lead to a substantial performance, a good level of immersion, and can minimize the level of simulator sickness.

    Original languageEnglish
    Title of host publicationProceedings - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020
    PublisherInstitute of Electrical and Electronics Engineers Inc.
    Pages713-724
    Number of pages12
    ISBN (Electronic)9781728185088
    DOIs
    Publication statusPublished - Nov 2020
    Event19th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020 - Virtual, Recife/Porto de Galinhas, Brazil
    Duration: 9 Nov 2020 → 13 Nov 2020

    Publication series

    NameProceedings - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020

    Conference

    Conference19th IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020
    Country/TerritoryBrazil
    CityVirtual, Recife/Porto de Galinhas
    Period9/11/20 → 13/11/20

    Keywords

    • 2D/3D Views
    • Controller types
    • First Person Shooter
    • Gaming
    • Head-Mounted Displays
    • Virtual Reality

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