Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3130859.3131437
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HCI Lessons From PlayStation VR

Abstract: PlayStation VR has quickly built up a significant userbase of over a million headsets and its own ecosystem of games across a variety of genres. These games form part of a rapidly evolving testing ground for design solutions which can usefully inform HCI design for virtual reality. This paper reviews every PlayStation VR title released in the first three months of its lifecycle in order to identify emerging themes for locomotion. These themes are discussed with respect to the lessons learned as part of the on-… Show more

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Cited by 28 publications
(15 citation statements)
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“…Even though our approach includes an automated virtual movement that contradicts the signals from the vestibular system, this does not cause any symptoms. This positive finding is in line with earlier work [27,17], emphasizing the importance of short and fast movements. Additionally, we eliminate any side effects arising from the altered perception in TM by scaling the virtual eye distance accordingly to the body size.…”
Section: H1supporting
confidence: 93%
See 1 more Smart Citation
“…Even though our approach includes an automated virtual movement that contradicts the signals from the vestibular system, this does not cause any symptoms. This positive finding is in line with earlier work [27,17], emphasizing the importance of short and fast movements. Additionally, we eliminate any side effects arising from the altered perception in TM by scaling the virtual eye distance accordingly to the body size.…”
Section: H1supporting
confidence: 93%
“…Most non-VR games use joysticks to control the player's avatar. Such approaches involving continuous motion are rarely transferable to VR as they tend to induce cybersickness [17]. Alternatively, VR games can use natural walking [40] to achieve intuitive and presence-preserving navigation.…”
Section: Locomotionmentioning
confidence: 99%
“…A comprehensive review was undertaken of the locomotion techniques employed by existing VR gaming applications [34]. This revealed a single example in which developers had employed rapid continuous movement between closely located nodes instead of teleportation [35].…”
Section: The Locomotion Studymentioning
confidence: 99%
“…A node-based locomotion technique was iteratively designed and developed, based on the approach used in (parts of) the Batman: Arkham VR game studied in the review [34]. A network of navigation nodes was positioned within the virtual environment, and made visible to the user through floating 'footprint' icons.…”
Section: Rapid Continuous Node-based Locomotionmentioning
confidence: 99%
“…There are many different forms of locomotion being tested, each with varying results of immersion and motion sickness. In the paper "HCI Lessons From PlayStation VR" [5], multiple locomotion techniques from different Playstation VR games are enumerated and juxtaposed with the rating score of the game. An example of a popular and common locomotion technique is teleportation, which is shown in Figure 1.…”
Section: Introductionmentioning
confidence: 99%