Abstract

This study proposes an asymmetric interface that can provide head-mounted display (HMD) and non-HMD users with improved presence and an experience consistent with the user’s environment in an asymmetric virtual reality. For the proposed asymmetric interface, a controller-based hand interface is designed for portability, easy and convenient use, and high immersion. Subsequently, a three-step decision-making structure that supports accurate and efficient decision-making is defined based on the asymmetric experience structure of each user (HMD and non-HMD). Based on this process, an optimal interface that distinguishes between HMD (direct interaction) and non-HMD users (multi-viewpoint interaction) is implemented. With the objective of surveying and analyzing each user’s experience along with the presence provided by the proposed interface, an asymmetric virtual reality application is developed directly, and an experiment is conducted with the participants. Finally, it is statistically analyzed and verified that the use of the proposed asymmetric interface can provide optimal presence and user-optimized experience to both HMD and non-HMD users.

Highlights

  • Virtual reality (VR) technology provides an experience similar to reality to a user existing in a virtual environment created by a computer [1,2]

  • The application developed for the experience environment and experiments of head-mounted display (HMD) and non-HMD users based on the asymmetric interface in the VR

  • This study focuses on the interaction in an asymmetric VR composed of HMD and non-HMD user interfaces and aims to confirm whether non-HMD users can actively participate in interaction, rather than being an assistant, through a new role and a differentiated interface

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Summary

Introduction

Virtual reality (VR) technology provides an experience similar to reality to a user existing in a virtual environment created by a computer [1,2]. Application studies have been conducted from various perspectives for user interfaces and haptic feedbacks in an immersive VR to interact with the virtual environment directly and control objects realistically [3,4,5,6]. An objective of immersive VR is to provide a user with a realistic experience based on the five senses regarding which actions are performed, with whom and where. Studies were conducted on the following aspects: Displays that send stereoscopic information; auditory sense using volumetric audio sources; and tactile sense felt through a haptic system, which directly feeds a physical reaction back to a human body (hand, foot, etc.) [7,8,9]. To increase the presence in a VR by inducing a high user immersion, a realistic interaction between reality and the VR is required

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