To provide users with a sense of presence and experience, this study presents a maze-based immersive virtual environment (MAVE). MAVE consists of a new immersive virtual scene and immersive interaction optimized for such maze. The algorithm for calculating a finite maze is defined to automatically generate diverse maze patterns; an interactive editing function and sketch-based maze retrieval make it easier to generate maze patterns intuitively. With the integration of these procedures, MAVE proposes a user-oriented maze terrain authoring system that can reconstruct two-dimensional maze patterns into three-dimensional maze terrains. It also provides an interaction system that enables users to be immersed in a broad virtual maze environment within a limited space. As an Arduino-based portable walking simulator, this system detects the user's steps as he or she walks in place and controls the user's motions in the virtual environment. This study confirms through various technical and statistical experiments that MAVE can lead to new research on immersion enhancement without virtual reality sickness via virtual reality content.
This study proposes an asymmetric interface that can provide head-mounted display (HMD) and non-HMD users with improved presence and an experience consistent with the user’s environment in an asymmetric virtual reality. For the proposed asymmetric interface, a controller-based hand interface is designed for portability, easy and convenient use, and high immersion. Subsequently, a three-step decision-making structure that supports accurate and efficient decision-making is defined based on the asymmetric experience structure of each user (HMD and non-HMD). Based on this process, an optimal interface that distinguishes between HMD (direct interaction) and non-HMD users (multi-viewpoint interaction) is implemented. With the objective of surveying and analyzing each user’s experience along with the presence provided by the proposed interface, an asymmetric virtual reality application is developed directly, and an experiment is conducted with the participants. Finally, it is statistically analyzed and verified that the use of the proposed asymmetric interface can provide optimal presence and user-optimized experience to both HMD and non-HMD users.
This study proposes a method of effectively creating mobile virtual reality scenes centered at events for the purpose of providing new experiences in virtual reality environment to users. For this purpose, this paper uses Prim's maze generation algorithm to automatically create maze environments that have different patterns every time and to compute mazes with finite paths. This paper designs a scheme of creating virtual reality scenes based on event-centered mazes to maximize users' tension and immersion. Here, event components that are appropriate for the maze environment are defined and maze patterns are created centered at the event point where events that are appropriate for the maze pattern are automatically created. Finally, the paper analyzes whether the proposed virtual reality scene based on event-centered mazes is helpful in enhancing users' immersion and arousing their interest through diverse experiments.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.