Background. Virtual Reality is a growing sector that provide the most immersive gaming experiences, especially when the locomotion technique natural walking is used. However, it is always limited by the physical play space available for the user. Introducing Impossible Spaces, also called Overlapping Maps, which when combined with Procedural Content Generation based on the users play space could maximize the experience. Objectives. The aim of this thesis is to implement a potential solution for procedurally generated impossible spaces that are sized according to the VR users playspace. Ultimately testing how the Execution Time is affected when subjecting the implementation to different sized play areas and number of maps to overlap. In addition to this, the thesis will examine the play space setup of various experiencedVR users. Methods. The three core algorithms of the implementation - Grid and Maze generation, as well as Portal placement - are evaluated in terms of execution time. A questionnaire was created for gathering data on VR users and their play space setup. Results. Questionnaire gathered 45 results in total. A majority had access to a play space area of 2-5 square meters. The VR users’ experience affected the size ofthe play space. The execution time for the core algorithms showed promising resultsin terms of execution time. Conclusions. Since most VR users do not have a large play space and the proposed solution performed well, it could be used to enhance the VR experience.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:bth-23054 |
Date | January 2022 |
Creators | Eklund, Vendela |
Publisher | Blekinge Tekniska Högskola, Institutionen för datavetenskap |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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