Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences
Abstract
:1. Introduction
2. Related Work
2.1. Factors Affecting User Experience in Virtual Environments
2.2. Public VR Experiences
2.3. Motion Capture in VR
- Full-body tracking, which involves tracking the position and orientation of the user’s head, hands, feet, and other body parts to control the character’s movements within the game [51].
- Hand tracking, which involves tracking the movement of a user’s hands to control in-game actions [52]. This can include grabbing and manipulating objects, throwing projectiles, or performing hand gestures to trigger special abilities.
- Body posture and gesture recognition [53]. Some games use skeleton tracking to recognize specific body postures or gestures, such as a punch or a kick, to trigger in-game actions. This can provide a more intuitive and immersive gameplay experience, allowing the user to feel more connected to their character.
- Inertial measurement units (IMUs) [54]: IMUs are sensors that measure acceleration, rotation, and magnetic fields. They can be attached to different parts of the body, such as the hands, feet, and torso, to track movement.
- Depth-sensing cameras [55]: cameras that use depth-sensing technology, such as the Microsoft Kinect or Intel RealSense, can be used to track the movement of a user’s body.
- Optical motion capture [56]: This technology uses markers placed on a person’s body and cameras to track their movement. This is commonly used in film and video game production. Once the user’s movements have been tracked, the data can be used to animate an avatar in the virtual environment. This allows the user to see their movements reflected in the VR world, creating a more immersive experience.
3. Implementing MobiCave
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- Scalability, so it can fit a room-sized space.
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- Usability, in normal room conditions, e.g., lighting.
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- Multiplayer, to allow collaboration.
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- Sharable, to allow bystanders to view fully and in this way to be part of the experience.
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- Interconnected, easily transferable setup and rapid installation/de-installation for field and traveling exhibit use.
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- Easy access for maintenance, to reduce expenses.
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- Power-efficient, to reduce cost and cooling and low thermal signature to minimize need for ventilation.
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- Low noise signature, so that the users and the bystanders can talk, and generated audio can be heard.
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- Safety, in terms of construction and electricity, to prevent accidents, injuries, or damage to equipment.
4. User Study
4.1. Participants
4.2. Procedure
4.3. Metrics
4.4. Hypotheses—Analysis
4.5. Results
5. Discussion—Challenges and Opportunities
6. Conclusions
Author Contributions
Funding
Informed Consent Statement
Acknowledgments
Conflicts of Interest
References
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VR System | Screen Resolution | Number of Projectors—Panels | Field of View | Users |
---|---|---|---|---|
Immersive HMD (e.g., Oculus Quest 2) | 1832 × 1920 per eye | N/A | ~110° | 1 |
CAVE2 | 4096 × 3072 per screen (×72 screens) | 72 LCD panels | 320° horizontal, 135° vertical | Multiple |
CAVE1 | 1280 × 1024 per screen (×3 screens) | 3 projectors | 180° horizontal, 90° vertical | Multiple |
Powerwall | 4096 × 2160 | 1–4 | 180° horizontal, 60° vertical | Multiple |
Tiled display wall | 1920 × 1080 per tile (×multiple tiles) | Multiple | Dependent on configuration | Multiple |
Construct | Item Description in the Survey | Factor | Source |
---|---|---|---|
Immersion–Presence–Flow | I was interested in the task | IMM1 | [64,65] |
I found it impressive | IMM2 | [64,65] | |
Do you think this setup is immersive? | IMM3 | [66] | |
I felt like being there, into the scene | PRE | [67,68] | |
I forgot everything around me | FLO1 | [66,67,69] | |
I felt completely absorbed | FLO2 | [66,67,69] | |
Perceived Usability | I thought the VR navigation technique was easy to use | PER_USA1 | [64,65] |
I found the VR navigation technique unnecessarily complex | PER_USA2 | [64,65] | |
I think that I would like to use this VR navigation technique frequently | PER_USA3 | [64] | |
I think that I would need the support of a technical person to be able to use this VR navigation technique | PER_USA4 | [64] | |
I felt very confident using the VR navigation technique | PER_USA5 | [64] | |
- | PER_USA6 | [64] | |
Comfort—Positive and Negative aspects | I felt challenged (Positive Challenge) | CHA1 | [64,66,68] |
I had to put a lot of effort into it (Negative Challenge) | CHA2 | [64,65] | |
I felt good (Positive Effect) | POS1 | [64,65,69] | |
I felt skillful (Positive Effect, Competence) | POS2 | [64,65,68] | |
I felt bored (Negative Effect) | NEG1 | [64,65,69] | |
I found it tiresome (Negative Effect) | NEG2 | [64,65,69] | |
Did you experience any simulation sickness? | SIC | [70] | |
Possible Usage | Do you think this setup can be good for playing games? (Enjoyment) | ENJ | [71,72] |
Do you think this setup can have learning impact e.g., for students visiting the university? (Learning) | LEA | [73,74] | |
Do you think this setup can be good for the bystanders to be part of the experience? (Motivation-Engagement) | MOT | [71,75] |
Construct | Item | Mean | SD |
---|---|---|---|
Immersion–Presence–Flow | IMM1 | 4.36 | 0.783 |
IMM2 | 4.39 | 0.747 | |
IMM3 | 4.21 | 0.600 | |
PRE | 3.70 | 0.984 | |
FLO1 | 3.27 | 1.126 | |
FLO2 | 3.61 | 1.116 | |
Perceived Usability | PER_USA1 | 3.48 | 1.093 |
PER_USA2 | 1.97 | 1.075 | |
PER_USA3 | 3.82 | 0.808 | |
PER_USA4 | 2.15 | 1.253 | |
PER_USA5 | 3.70 | 1.045 | |
PER_USA6 | 4.03 | 0.984 | |
Comfort—Positive and Negative aspects | CHA1 | 3.67 | 1.164 |
CHA2 | 3.00 | 1.061 | |
POS1 | 4.61 | 0.556 | |
POS2 | 3.79 | 1.193 | |
NEG1 | 1.21 | 0.485 | |
NEG2 | 2.00 | 1.173 | |
SIC | 1.45 | 1.003 | |
Possible Usage | ENJ | 4.61 | 0.556 |
LEA | 4.52 | 0.834 | |
MOT | 4.15 | 0.939 |
IMM1 | IMM2 | IMM3 | PRE | FLO1 | FLO2 | ||
---|---|---|---|---|---|---|---|
IMM1 | Correlation Coefficient | 1,000 | 0.337 | 0.563 ** | 0.533 ** | 0.215 | 0.131 |
Sig. (2-tailed) | 0 | 0.055 | <0.001 | 0.001 | 0.230 | 0.467 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
IMM2 | Correlation Coefficient | 0.337 | 1,000 | 0.472 ** | 0.260 | 0.220 | 0.518 ** |
Sig. (2-tailed) | 0.055 | 0 | 0.006 | 0.144 | 0.219 | 0.002 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
IMM3 | Correlation Coefficient | 0.563 ** | 0.472 ** | 1,000 | 0.338 | 0.363 * | 0.418 * |
Sig. (2-tailed) | <0.001 | 0.006 | . | 0.055 | 0.038 | 0.015 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PRE | Correlation Coefficient | 0.533 ** | 0.260 | 0.338 | 1,000 | 0.278 | 0.265 |
Sig. (2-tailed) | 0.001 | 0.144 | 0.055 | . | 0.117 | 0.136 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
FLO1 | Correlation Coefficient | 0.215 | 0.220 | 0.363 * | 0.278 | 1,000 | 0.751 ** |
Sig. (2-tailed) | 0.230 | 0.219 | 0.038 | 0.117 | . | <0.001 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
FLO2 | Correlation Coefficient | 0.131 | 0.518 ** | 0.418 * | 0.265 | 0.751 ** | 1,000 |
Sig. (2-tailed) | 0.467 | 0.002 | 0.015 | 0.136 | <0.001 | . | |
N | 33 | 33 | 33 | 33 | 33 | 33 |
PER1 | PER2 | PER3 | PER4 | PER5 | PER6 | ||
---|---|---|---|---|---|---|---|
PER1 | Correlation Coefficient | 1,000 | 0.210 | 0.381 * | 0.089 | 0.219 | 0.487 ** |
Sig. (2-tailed) | . | 0.240 | 0.029 | 0.621 | 0.222 | 0.004 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PER2 | Correlation Coefficient | 0.210 | 1,000 | 0.130 | 0.204 | −0.034 | −0.108 |
Sig. (2-tailed) | 0.240 | . | 0.469 | 0.254 | 0.852 | 0.551 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PER3 | Correlation Coefficient | 0.381 * | 0.130 | 1,000 | 0.172 | 0.208 | 0.207 |
Sig. (2-tailed) | 0.029 | 0.469 | . | 0.339 | 0.246 | 0.247 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PER4 | Correlation Coefficient | 0.089 | 0.204 | 0.172 | 1,000 | −0.209 | −0.305 |
Sig. (2-tailed) | 0.621 | 0.254 | 0.339 | . | 0.243 | 0.085 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PER5 | Correlation Coefficient | 0.219 | −0.034 | 0.208 | −0.209 | 1,000 | 0.462 ** |
Sig. (2-tailed) | 0.222 | 0.852 | 0.246 | 0.243 | . | 0.007 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | |
PER6 | Correlation Coefficient | 0.487 ** | −0.108 | 0.207 | −0.305 | 0.462 ** | 1,000 |
Sig. (2-tailed) | 0.004 | 0.551 | 0.247 | 0.085 | 0.07 | . | |
N | 33 | 33 | 33 | 33 | 33 | 33 |
CHA1 | CHA2 | POS1 | POS2 | NEG1 | NEG2 | SIC | ||
---|---|---|---|---|---|---|---|---|
CHA1 | Correlation Coefficient | 1,000 | 0.324 | 0.218 | 0.355 * | 0.065 | −0.111 | 0.080 |
Sig. (2-tailed) | . | 0.066 | 0.223 | 0.043 | 0.718 | 0.539 | 0.657 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
CHA2 | Correlation Coefficient | 0.324 | 1,000 | −0.054 | −0.049 | 0.439 * | 0.110 | 0.288 |
Sig. (2-tailed) | 0.066 | . | 0.766 | 0.786 | 0.011 | 0.541 | 0.104 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
POS1 | Correlation Coefficient | 0.218 | −0.054 | 1,000 | 0.558 ** | −0.160 | −0.507 ** | 0.022 |
Sig. (2-tailed) | 0.223 | 0.766 | . | <0.001 | 0.373 | 0.003 | 0.902 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
POS2 | Correlation Coefficient | 0.355 * | −0.049 | 0.558 ** | 1,000 | −0.326 | −0.095 | 0.008 |
Sig. (2-tailed) | 0.043 | 0.786 | <0.001 | . | 0.064 | 0.599 | 0.966 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
NEG1 | Correlation Coefficient | 0.065 | 0.439 * | −0.160 | −0.326 | 1,000 | 0.331 | −0.024 |
Sig. (2-tailed) | 0.718 | 0.011 | 0.373 | 0.064 | . | 0.060 | 0.894 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
NEG2 | Correlation Coefficient | −0.111 | 0.110 | −0.507 ** | −0.095 | 0.331 | 1,000 | 0.019 |
Sig. (2-tailed) | 0.539 | 0.541 | 0.003 | 0.599 | 0.060 | . | 0.917 | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 | |
SIC | Correlation Coefficient | 0.080 | 0.288 | 0.022 | 0.008 | −0.024 | 0.019 | 1,000 |
Sig. (2-tailed) | 0.657 | 0.104 | 0.902 | 0.966 | 0.894 | 0.917 | . | |
N | 33 | 33 | 33 | 33 | 33 | 33 | 33 |
ENJ | LEA | MOT | ||
---|---|---|---|---|
ENJ | Correlation Coefficient | 1,000 | 0.257 | 0.305 |
Sig. (2-tailed) | . | 0.148 | 0.084 | |
N | 33 | 33 | 33 | |
LEA | Correlation Coefficient | 0.257 | 1,000 | 0.369 * |
Sig. (2-tailed) | 0.148 | . | 0.035 | |
N | 33 | 33 | 33 | |
MOT | Correlation Coefficient | 0.305 | 0.369 * | 1,000 |
Sig. (2-tailed) | 0.084 | 0.035 | . | |
N | 33 | 33 | 33 |
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Share and Cite
Theodoropoulos, A.; Stavropoulou, D.; Papadopoulos, P.; Platis, N.; Lepouras, G. Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences. Virtual Worlds 2023, 2, 162-181. https://doi.org/10.3390/virtualworlds2020010
Theodoropoulos A, Stavropoulou D, Papadopoulos P, Platis N, Lepouras G. Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences. Virtual Worlds. 2023; 2(2):162-181. https://doi.org/10.3390/virtualworlds2020010
Chicago/Turabian StyleTheodoropoulos, Anastasios, Dimitra Stavropoulou, Panagiotis Papadopoulos, Nikos Platis, and George Lepouras. 2023. "Developing an Interactive VR CAVE for Immersive Shared Gaming Experiences" Virtual Worlds 2, no. 2: 162-181. https://doi.org/10.3390/virtualworlds2020010