Frank Steinicke

Universität Hamburg
Country flagGermany

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Articles (9)

Year:

2025

Year:

2024

Year:

2024

Year:

2024

Year:

2024

Year:

2023

Tile-based locomotion (TBL) is a popular locomotion technique for computer, console, and board games. However, despite its simplicity and unconventional movement, the transfer of TBL to virtual reality (VR) as a game platform remains unexplored. To fill this gap, we introduce TBL for VR on the example of two techniques: a controller and a feet-based one. In a first user study, we evaluated the usability and acceptance of the techniques compared to teleportation and touchpad locomotion. In a second exploratory user study, we evaluated the user experience of both TBL techniques in a maze and a museum scenario. The findings show that both techniques provide enjoyment and acceptable usability by creating either a relaxing (controller-based) or a physically active (feet-based) solution. Finally, our results highlight that TBL techniques work particularly well for small, constrained spaces that allow users to focus on exploring details in the nearby environment (important for games) in contrast to large open spaces that require faster locomotion, like teleportation.

Year:

2023

Virtual reality (VR) games intensify storytelling experiences by letting players take the role of a character. However, in contrast to films, novels, or games, VR experiences often remain centered around one single character without using the potential of complex multiprotagonist plots. Our work engages in this critical topic by investigating the design of immersive and natural transitions between different characters. First, we conducted a scoping review to identify existing multiprotagonist VR games (N=18) and grouped their used transition techniques into four categories. Based on these findings and prior research, we designed two transition techniques (Static Map vs. Rebodying) and conducted a between-participants (N=36) study to explore their effect on user experience. Our results show that Rebodying outperforms Static Map regarding the perceived realism, acceptance, and spatial understanding of the character transitions. Both conditions do not differ significantly in terms of cybersickness. Finally, we provide future directions for developing, improving, and exploring of multiprotagonist transition techniques in VR games.

Year:

2023

Year:

2023

Collaborators (5)

Christian Herzog

Professor of Ethical, Legal and Social Aspects of AI

University of Lübeck

GERMANY
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Sebastian Cmentowski

Eindhoven University of Technology

NETHERLANDS
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Teresa Hirzle

Københavns Universitet

DENMARK
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Jens Krüger

Universität Duisburg-Essen

GERMANY
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Enrico Rukzio

Ulm University

GERMANY
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