DC ElementWertSprache
dc.contributor.authorMeyer, Ben-
dc.contributor.authorLangbehn, Eike-
dc.date.accessioned2026-04-02T06:43:41Z-
dc.date.available2026-04-02T06:43:41Z-
dc.date.issued2025-
dc.identifier.issn2944-7682en_US
dc.identifier.urihttps://hdl.handle.net/20.500.12738/19165-
dc.description.abstractThis 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.en
dc.language.isoenen_US
dc.publisherGesellschaft für Informatik e.V.en_US
dc.relation.ispartofGI-Editionen_US
dc.subjectVirtual Realityen_US
dc.subjectImpossible Spacesen_US
dc.subjectGraph Theoryen_US
dc.subjectProcedural Generationen_US
dc.subject.ddc004: Informatiken_US
dc.titleDynamic impossible spaces in VR : mapping of virtual and real obstaclesen
dc.typeinProceedingsen_US
dc.relation.conferenceGI Workshop on Virtual and Augmented Reality 2025en_US
dc.description.versionPeerRevieweden_US
local.contributorPerson.editorBrunnett, Guido-
local.contributorPerson.editorKronfeld, Thomas-
local.contributorPerson.editorKuhlen, Torsten-
local.contributorPerson.editorStaadt, Oliver-
tuhh.container.endpage207en_US
tuhh.container.startpage191en_US
tuhh.container.volume373en_US
tuhh.oai.showtrueen_US
tuhh.publication.instituteFakultät Informatik und Digitale Gesellschaften_US
tuhh.publisher.doi10.18420/vrar2025_10-
tuhh.relation.ispartofseriesGI Workshop 2025 on Virtual and Augmented Reality : September 16th-17th, 2025 Chemnitz, Germanyen_US
tuhh.type.opusInProceedings (Aufsatz / Paper einer Konferenz etc.)-
dc.rights.cchttps://creativecommons.org/licenses/by-sa/4.0/en_US
dc.type.casraiConference Paper-
dc.type.dinicontributionToPeriodical-
dc.type.drivercontributionToPeriodical-
dc.type.statusinfo:eu-repo/semantics/publishedVersionen_US
dcterms.DCMITypeText-
item.openairetypeinProceedings-
item.creatorOrcidMeyer, Ben-
item.creatorOrcidLangbehn, Eike-
item.creatorGNDMeyer, Ben-
item.creatorGNDLangbehn, Eike-
item.grantfulltextnone-
item.seriesrefGI Workshop 2025 on Virtual and Augmented Reality : September 16th-17th, 2025 Chemnitz, Germany-
item.languageiso639-1en-
item.fulltextNo Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_5794-
item.tuhhseriesidGI Workshop 2025 on Virtual and Augmented Reality : September 16th-17th, 2025 Chemnitz, Germany-
item.cerifentitytypePublications-
crisitem.author.deptDepartment Medientechnik (ehemalig, aufgelöst 10.2025)-
crisitem.author.orcid0009-0007-3302-5000-
crisitem.author.parentorgFakultät Design, Medien und Information (ehemalig, aufgelöst 10.2025)-
Enthalten in den Sammlungen:Publications without full text
Zur Kurzanzeige

Google ScholarTM

Prüfe

HAW Katalog

Prüfe

Volltext ergänzen

Feedback zu diesem Datensatz


Diese Ressource wurde unter folgender Copyright-Bestimmung veröffentlicht: Lizenz von Creative Commons Creative Commons