A hit-stop is an expression technique primarily used in fighting games that emphasizes the response to the impact felt by a player when the target’s movement is momentarily delayed at the moment of impact. It has been reported that the hit-stop technique can make users feel pseudo-impact forces when applied to virtual reality (VR). However, existing research has focused on a single user, and the effects of hit-stops when used by multiple users in the same virtual environment in a competitive game-like situation have not been verified. There is concern that users may feel discomfort, and the quality of the VR experience may be degraded by observing the difficult-to-predict movements of other players due to hit-stop. Therefore, this study examines the degree to which hit-stops in a multi-user VR cause discomfort to users and investigates the extent to which such discomfort can be mitigated by presenting hit-stops asymmetrically. We conducted an experiment in which two players played a tennis rally in a virtual environment to see whether they felt discomfort in the movements of the other player and themselves under four conditions: a combination of showing the player’s hit-stop compensated movement (symmetric condition) or their real movements without hit-stop correction (asymmetric condition) to their opponent, and showing the opponent’s hit-stop compensated movement or the opponent’s real movement without hit-stop correction to the player. The results showed that the asymmetric presentation of hit-stop can reduce discomfort while making the participant feel a pseudo-impact force.

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Asymmetric Hit-stop for Multi-user Virtual Reality Applications: Reducing Discomfort with the Movement of Others by Making Hit-stop Invisible

  • Shinnosuke Noguchi,
  • Keigo Matsumoto,
  • Yuki Ban,
  • Takuji Narumi

摘要

A hit-stop is an expression technique primarily used in fighting games that emphasizes the response to the impact felt by a player when the target’s movement is momentarily delayed at the moment of impact. It has been reported that the hit-stop technique can make users feel pseudo-impact forces when applied to virtual reality (VR). However, existing research has focused on a single user, and the effects of hit-stops when used by multiple users in the same virtual environment in a competitive game-like situation have not been verified. There is concern that users may feel discomfort, and the quality of the VR experience may be degraded by observing the difficult-to-predict movements of other players due to hit-stop. Therefore, this study examines the degree to which hit-stops in a multi-user VR cause discomfort to users and investigates the extent to which such discomfort can be mitigated by presenting hit-stops asymmetrically. We conducted an experiment in which two players played a tennis rally in a virtual environment to see whether they felt discomfort in the movements of the other player and themselves under four conditions: a combination of showing the player’s hit-stop compensated movement (symmetric condition) or their real movements without hit-stop correction (asymmetric condition) to their opponent, and showing the opponent’s hit-stop compensated movement or the opponent’s real movement without hit-stop correction to the player. The results showed that the asymmetric presentation of hit-stop can reduce discomfort while making the participant feel a pseudo-impact force.