Controlling VR Games: Control Schemes and the Player Experience
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Control schemes are central to the user experience in video games as they determine the quality of a user's interaction with the game world. Since the 1990's, desktop 3D games have adopted the "mouselook" scheme, in which the mouse simultaneously rotates the camera view, aims and steers the avatar. However, virtual reality games do not yet have a standard control scheme and require a different approach in order to integrate input from the head-mounted display, an additional input device not present in desktop 3D games. To address this gap, we conducted two mixed-methods studies to evaluate the usability of control schemes for controller-based VR games in the FPS genre. User study 1 showed that "coupled" control schemes were most usable. Study 2 showed that both the coupled and "decoupled" schemes were usable, although some users found the decoupled scheme disorienting.
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Copyright © 2020 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.
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- 2020
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martel-controllingvrgamescontrolschemesandtheplayer.pdf | 2023-05-05 | Public | Download |