| Publisher DOI: | 10.18420/vrar2025_10 | Title: | Dynamic impossible spaces in VR : mapping of virtual and real obstacles | Language: | English | Authors: | Meyer, Ben Langbehn, Eike |
Editor: | Brunnett, Guido Kronfeld, Thomas Kuhlen, Torsten Staadt, Oliver |
Keywords: | Virtual Reality; Impossible Spaces; Graph Theory; Procedural Generation | Issue Date: | 2025 | Publisher: | Gesellschaft für Informatik e.V. | Part of Series: | GI Workshop 2025 on Virtual and Augmented Reality : September 16th-17th, 2025 Chemnitz, Germany | Journal or Series Name: | GI-Edition | Volume: | 373 | Startpage: | 191 | Endpage: | 207 | Conference: | GI Workshop on Virtual and Augmented Reality 2025 | Abstract: | This paper presents and implements an approach for mapping real-world obstacles into virtual reality (VR) environments. Physical objects are detected in real time using the Meta Quest 3's passthrough mode and room scanning, then dynamically mapped to virtual obstacles. To enable larger virtual worlds, procedurally generated impossible spaces are integrated via a graph-based depth-first search algorithm. A user study with 16 participants compared three scenarios: optimized obstacle placement, random placement, and no obstacles, evaluating presence, spatial presence, realism, involvement, and fear. Optimized placement outperformed random placement in all categories and did not perform worse than no-obstacle scenarios. Compared to a similar study without impossible spaces, presence and spatial presence improved further. Realism and involvement decreased only in the random condition. Overall, impossible spaces enhanced the VR experience when obstacles were placed optimally. |
URI: | https://hdl.handle.net/20.500.12738/19165 | ISSN: | 2944-7682 | Review status: | This version was peer reviewed (peer review) | Institute: | Fakultät Informatik und Digitale Gesellschaft | Type: | Chapter/Article (Proceedings) |
| Appears in Collections: | Publications without full text |
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