Experiencing High-Speed Slash Action in Virtual Reality Environment

dc.contributor.authorYamamoto, Toranosukeen_US
dc.contributor.authorFukuchi, Kentaroen_US
dc.contributor.editorTheophilus Teoen_US
dc.contributor.editorRyota Kondoen_US
dc.date.accessioned2022-11-29T07:24:20Z
dc.date.available2022-11-29T07:24:20Z
dc.date.issued2022
dc.description.abstractWhen a user uses a hand controller to swing a virtual sword in a virtual space, the sword movement seems slow if the its trajectory reflects the input directly. We hypothesize that this is because we are accustomed to seeing fast and instantaneous motion through movies or animations, and thus we perceive their motion as relatively slow. To address this issue, we propose a novel method of displaying exaggerated sword motions to allow a virtual reality user to enjoy a fast slash action. This method displays an arc-shaped motion blur effect along the predicted motion when the system detects the start of the slashing motion until the hand controller motion stops. Graphics of the sword are not displayed during this time. Therefore, the user is unaware of the actual trajectory of their input and how far it differs from the exaggerated motion blur effect.en_US
dc.description.sectionheadersDemos
dc.description.seriesinformationICAT-EGVE 2022 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments - Posters and Demos
dc.identifier.doi10.2312/egve.20221307
dc.identifier.isbn978-3-03868-192-2
dc.identifier.issn1727-530X
dc.identifier.pages41-42
dc.identifier.pages2 pages
dc.identifier.urihttps://doi.org/10.2312/egve.20221307
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egve20221307
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies -> Virtual reality
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.titleExperiencing High-Speed Slash Action in Virtual Reality Environmenten_US
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