Browsing by Author "Sun, Junwei"
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Conference Object Citation Count: 9The Effect of the Vergence-Accommodation Conflict on Virtual Hand Pointing in Immersive Displays(Assoc Computing Machinery, 2022) Batmaz, Anıl Ufuk; Machuca, Mayra Donaji Barrera; Sun, Junwei; Stuerzlinger, WolfgangPrevious work hypothesized that for Virtual Reality (VR) and Augmented Reality (AR) displays a mismatch between disparities and optical focus cues, known as the vergence and accommodation conflict (VAC), affects depth perception and thus limits user performance in 3D selection tasks within arm's reach (peri-personal space). To investigate this question, we built a multifocal stereo display, which can eliminate the influence of the VAC for pointing within the investigated distances. In a user study, participants performed a virtual hand 3D selection task with targets arranged laterally or along the line of sight, with and without a change in visual depth, in display conditions with and without the VAC. Our results show that the VAC influences 3D selection performance in common VR and AR stereo displays and that multifocal displays have a positive effect on 3D selection performance with a virtual hand.Conference Object Citation Count: 0I consider VR Table Tennis to be my secret weapon!: An Analysis of the VR Table Tennis Players' Experiences Outside the Lab(Assoc Computing Machinery, 2023) Batmaz, Anıl Ufuk; Sunday, Kissinger; Apak, Sude Erva; Li, Yiwei; Sun, Junwei; Batmaz, Anil UfukThanks to stand-alone Virtual Reality (VR) advances, users can play realistic simulations of real-life sports at their homes. In these game simulations, players control their avatars by doing the same movements as in real life (RL) while playing against a person or AI opponent, making VR sports attractive for the players. In this paper, we surveyed a popular VR table tennis game community, focusing on understanding their demographics, challenges, and experiences with skill transfers between VR and RL. Our results show that, on average, VR table tennis players are primarily men, live in Europe/Asia, and are 38 years old. We also found that the current state of VR technology affects the player's experience and that players see VR as a convenient way to play matches but that RL is better for socialization. Finally, we identified skills like backhand and forehand strikes that players perceived to be transferred from VR to RL and vice versa. Our research findings have the potential to serve as a valuable resource for VR table tennis game developers seeking to integrate mid-air controllers into their future projects.