Institute for Creative Technologies, University of Southern California, USA.
IEEE Trans Vis Comput Graph. 2012 Apr;18(4):555-64. doi: 10.1109/TVCG.2012.47.
Walking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation.
行走仅可能在符合用户物理工作空间边界的沉浸式虚拟环境中进行。为了减轻物理区域有限所带来的严重限制,我们引入了“不可能空间”,这是一种新的虚拟环境设计机制,旨在使能够通过自然运动探索的虚拟环境的大小最大化。此类环境利用自重叠的建筑布局,将相对较大的内部环境有效地压缩到较小的物理区域中。我们进行了两项正式的用户研究,以探索不可能空间的感知和体验。在第一项实验中,我们表明,在用户开始察觉到自己处于不可能空间之前,合理小的虚拟房间可能重叠多达 56%,而扩展到最大限度填充我们可用的 9.14 m x 9.14 m 工作空间的较大虚拟房间可能重叠多达 31%。我们的结果还表明,即使在明显可见的重叠水平下,用户也会将相邻重叠房间中的物体距离感知为未压缩的整体空间。在我们的第二项实验中,我们结合了几种众所周知的重定向技术,在一个广阔的户外场景中串联起一系列不可能空间。然后,我们对用户在探索过程中的口头反馈进行了探索性分析,结果表明,当用户对这种操作不了解时,不可能空间会提供更加强烈的错觉。