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This paper addresses the challenge of limited immersion in VR sports due to inadequate controllers. The research involves designing a novel physical controller prototype for a VR skating game, focusing on realistic tangible mapping to bridge the gap between real-world actions and virtual experiences. The controller's immersiveness is evaluated using Likert scale ratings of perceived interactivity, reality, spatial presence, and enjoyment, compared against existing market controllers.
Current VR controllers are failing to deliver truly immersive sports experiences, and this work explores how custom physical interfaces can bridge the gap.
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the available controllers are unable to bridge the user experience in the real world to the actions in the virtual world. My research is to identify HCI problems in existing VR controllers, design a physical controller prototype with realistic tangible mapping, trying to solve the existing problems and evaluate it in a designed VR game for skating. Its immersiveness would be graded on Likert scale on parameters like perceived interactivity and reality, spatial presence and enjoyment. The evaluation will be done after trial runs and feedback sessions by playing the game with the designed controller and comparing it with ones available in the market. The findings will help people understand what all parameters we should consider while designing futuristic controllers, customized for a particular sport.