In virtual reality (VR), a user's virtual avatar can interact with a virtual object by colliding with it. If collision responses do not occur in the direction that the user expects, the user experiences degradation of accuracy and precision in applications such as VR sports games. In determining the response of a virtual collision, existing physics engines have not considered the direction in which the user perceived and estimated the collision. Based on the cue integration theory, this study presents a statistical model explaining how users estimate the direction of a virtual collision from their body's orientation and velocity vectors. The accuracy and precision of virtual collisions can be improved by 8.77% and 30.29%, respectively, by setting the virtual collision response in the direction that users perceive.
|Title of host publication||CHI 2020 - Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems|
|Publisher||Association for Computing Machinery|
|Publication status||Published - 2020 Apr 21|
|Event||2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020 - Honolulu, United States|
Duration: 2020 Apr 25 → 2020 Apr 30
|Name||Conference on Human Factors in Computing Systems - Proceedings|
|Conference||2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020|
|Period||20/4/25 → 20/4/30|
Bibliographical noteFunding Information:
This research was funded by National Research Foundation of Korea (2020R1A2C4002146) and Korea Creative Content Agency (R2019020010).
© 2020 ACM.
All Science Journal Classification (ASJC) codes
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction