Out of Sight Scene Transition Method in Virtual Reality
Author
Grabowski, Ignacy
Term
4. term
Education
Publication year
2025
Submitted on
2025-05-31
Pages
58
Abstract
Virtual reality experiences often run in small physical rooms, so designers need ways to move players between scenes without breaking the illusion. This thesis tests a new visual scene-change technique, called Out-of-Vision, in an escape-room-style VR game that uses natural walking. It is compared with an established corridor-based approach that relies on "impossible spaces"—spatial illusions that make large virtual areas fit into a small real room. We assessed how the two methods affect players’ sense of presence (the feeling of really being there), the continuity of the experience, and overall user preference. The study used a combination of between-subjects and within-subjects designs: participants rated their experiences on a structured Likert scale and provided open-ended feedback. Results show that both techniques generally maintained high immersion and continuity. In direct comparisons, participants tended to favor the corridor-based method for presence and continuity. Although overall preference ratings did not show a statistically clear difference, qualitative comments highlighted strengths of the new Out-of-Vision technique in creating seamless transitions, while the corridor approach felt more grounded. Overall, the findings indicate that narrative context and player behavior are key in deciding which transition technique produces the richer VR experience.
Virtual reality-oplevelser foregår ofte i små fysiske rum, så designere har brug for måder at flytte spillere mellem scener uden at bryde illusionen. Denne afhandling afprøver en ny visuel sceneskift-teknik, kaldet Out-of-Vision, i et escape room-lignende VR-spil med naturlig gang som bevægelse. Den sammenlignes med en etableret korridorbaseret tilgang, der udnytter "umulige rum"—rumlige illusioner, som får store virtuelle områder til at passe i et lille fysisk rum. Vi undersøgte, hvordan de to metoder påvirker spilleres oplevede tilstedeværelse (følelsen af virkelig at være der), oplevelsens kontinuitet og den overordnede præference. Studiet brugte en kombination af mellem- og inden-for-person design: Deltagerne vurderede deres oplevelser på en struktureret Likert-skala og gav åbne kommentarer. Resultaterne viser, at begge teknikker generelt fastholder høj indlevelse og kontinuitet. I direkte sammenligninger hældte deltagerne mod korridor-metoden for tilstedeværelse og kontinuitet. Selvom de samlede præference-bedømmelser ikke viste en statistisk tydelig forskel, fremhævede kvalitative kommentarer styrkerne ved den nye Out-of-Vision-teknik til at skabe sømløse overgange, mens korridor-tilgangen oplevedes mere jordnær. Samlet peger fundene på, at fortællingens kontekst og spilleradfærd er afgørende for, hvilken overgangsteknik der giver den rigeste VR-oplevelse.
[This apstract has been rewritten with the help of AI based on the project's original abstract]
Keywords
VR ; Games ; Game Design
