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arXiv:2611.15561 · v1

Immersive Sight-Restriction-Based Collision Prevention Using Generic Particle Systems in Virtual Reality

首次提交 2026-11-11 22:46
版本更新 2026-11-11 22:46
雷达观测 2026-11-13 11:11
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摘要

Collision prevention systems (CPS) help VR users navigate their physical surroundings safely. Most approaches overlay conceptually distinct grids or add solid virtual counterparts of physical obstacles; both can reveal the physical space, as they either stand out visually or behave inconsistently during locomotion. We explore sight restriction as an alternative: a standard particle system visualizes the play area boundary as a fog-like cloud whose intensity scales with proximity and viewing direction. A pre-study (N=10) determined the distance at which the visualization must appear. In a main study (N=11), we compared this particle-based CPS with a grid-based solution, focusing on locomotion behavior: across 253 approach episodes, users interrupted their approach after a comparable distance once either visualization appeared. Although the particle boundary was visible three times as often, participants reported higher presence. We release our implementation as open source to support further work on immersive collision prevention.

作者备注:Accepted at MUM 2026, the 25th International Conference on Mobile and Ubiquitous Multimedia

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v1 · 2026-11-11 22:46 · 最新观测版本

Immersive Sight-Restriction-Based Collision Prevention Using Generic Particle Systems in Virtual Reality

Collision prevention systems (CPS) help VR users navigate their physical surroundings safely. Most approaches overlay conceptually distinct grids or add solid virtual counterparts of physical obstacles; both can reveal the physical space, as they either stand out visually or behave inconsistently during locomotion. We explore sight restriction as an alternative: a standard particle system visualizes the play area boundary as a fog-like cloud whose intensity scales with proximity and viewing direction. A pre-study (N=10) determined the distance at which the visualization must appear. In a main study (N=11), we compared this particle-based CPS with a grid-based solution, focusing on locomotion behavior: across 253 approach episodes, users interrupted their approach after a comparable distance once either visualization appeared. Although the particle boundary was visible three times as often, participants reported higher presence. We release our implementation as open source to support further work on immersive collision prevention.

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