Exploring the Impact of a Procedurally Generated Environment on Immersion in Virtual Hyperbolic Space

Bachelor Thesis (2023)
Author(s)

J.A. Rijsdijk (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

M. Skrodzki – Mentor (TU Delft - Computer Graphics and Visualisation)

Rafael Bidarra – Mentor (TU Delft - Computer Graphics and Visualisation)

G. Smaragdakis – Graduation committee member (TU Delft - Cyber Security)

Faculty
Electrical Engineering, Mathematics and Computer Science
Copyright
© 2023 Joris Rijsdijk
More Info
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Publication Year
2023
Language
English
Copyright
© 2023 Joris Rijsdijk
Graduation Date
30-06-2023
Awarding Institution
Delft University of Technology
Project
['CSE3000 Research Project']
Programme
['Computer Science and Engineering']
Faculty
Electrical Engineering, Mathematics and Computer Science
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Abstract

Virtual Reality allows for the ultimate immersion in environments not naturally encountered. Still, hyperbolic environments are extremely difficult to get used to. This paper explores whether immersion in virtual hyperbolic environments can be enhanced by introducing a procedurally generated world. We propose a Wave Function Collapse (WFC) algorithm that can divide the hyperbolic plane into distinct areas and populate the space with dynamically generated objects. This can assist players in recognising areas visited prior, which can create an intuitive feel for how hyperbolic space operates. Although 5-order square tiling is used in this paper, the proposed algorithm can be extended to other tiling approaches. Evidence suggests players in a populated hyperbolic environment need on average fewer steps to reach their objective compared to a control group with an empty environment, although the time taken for both groups is roughly the same. From this and a qualitative analysis we infer that players feel more immersed in the environment when it is procedurally generated instead of mostly empty.

Files

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