Exploring the effects of replicating shape, weight and recoil effects on VR shooting controllers

Berna-Moya, Jose Luis and Martinez-Plasencia, Diego (2019) Exploring the effects of replicating shape, weight and recoil effects on VR shooting controllers. INTERACT 2019: 17th IFIP TC.13 International Conference on Human-Computer Interaction, Paphos, Cyprus, 2 - 6 September 2019. Published in: Lamas, D, Loizides, F, Nacke, L, Petrie, H, Winckler, M and Zaphiris, P, (eds.) Human-Computer Interaction – INTERACT 2019. 11746 763-782. Springer, Cham, Switzerland. ISBN 978-3-030-29380-2

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Abstract

Commercial Virtual Reality (VR) controllers with realistic force feedback are becoming available, to increase the realism and immersion of first-person shooting (FPS) games in VR. These controllers attempt to mimic not only the shape and weight of real guns but also their recoil effects (linear force feedback parallel to the barrel, when the gun is shot). As these controllers become more popular and affordable, this paper investigates the actual effects that these properties (shape, weight, and especially directional force feedback) have on performance for general VR users (e.g. users with no marksmanship experience), drawing conclusions for both consumers and device manufacturers. We created a prototype replicating the properties exploited by commercial VR controllers (i.e. shape, weight and adjustable force feedback) and used it to assess the effect of these parameters in user performance, across a series of user studies. We first analysed the benefits on user performance of adding weight and shape vs a conventional controller (e.g. Vive controller). We then explore the implications of adding linear force feedback (LFF), as well as replicating the shape and weight. Our studies show negligible effects on the immediate shooting performance with some improvements in subjective appreciation, which are already present with low levels of LFF. While higher levels of LFF do not increase subjective appreciations any further, they lead users to reach their maximum distance skillset more quickly. This indicates that while adding low levels of LFF can be enough to influence user’s immersion/engagement for gaming contexts, controllers with higher levels of LFF might be better suited for training environments and/or when dealing with particularly demanding aiming tasks.

Item Type: Conference Proceedings
Additional Information: This work is supported by the Engineering and Physical Sciences Research Council (EPSRC). We would like to thank Dr Emanuela Maggioni and Dr Rod Bond for their advice on the user study design and data analysis. Also, we would like to thank Prof. Sriram Subramanian for the feedback on the user study.
Keywords: Virtual Reality, First Person Shooters; Force feedback
Schools and Departments: School of Engineering and Informatics > Informatics
Research Centres and Groups: Creative Technology
Depositing User: Lucy Arnold
Date Deposited: 24 Sep 2019 15:53
Last Modified: 24 Sep 2019 15:53
URI: http://sro.sussex.ac.uk/id/eprint/86380

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