steps. After several minutes of adjustment, however,
they adapt to the system and are able to navigate intu-
itively through the target environment.
When playing paMCan the users adapted to the
system even faster. In fact, all three testers stated, that
they did not notice the influence of Motion Compres-
sion at all. This fact may be a result of paMCan’s dy-
namic environment, which provides much more dis-
tractions to the user than most other target environ-
ments. In paMCan the user has to collect pills, escape
from ghosts, and navigate through a narrow maze,
leaving him less time to focus on the inconsistency
of visual and proprioceptive feedback.
7 CONCLUSIONS
Telepresence techniques were designed for control-
ling robots remotely. Since the remote environment
can easily be replaced by a virtual environment, telep-
resence techniques can also be used to control an
avatar in a first person game.
This paper presented a CORBA-based framework
for telepresent game-play in large virtual environ-
ments using Motion Compression. The algorithm al-
lows a user to control the avatar intuitively through
large virtual environments, by actual locomotion in a
limited user environment. This framework was tested
with two different game applications, MCQuake and
paMCan. Motion Compression proved to be very in-
tuitive as an input for the virtual reality games. As a
result, users had a realistic impression of the virtual
environment and, thus, experienced a high degree of
presence.
In order to give the users the possibility to experi-
ence the virtual environment with all senses, we will
implement a haptic feedback device, which allows to
feel obstacles and weapon recoil. This will lead to an
even higher degree of immersion.
The authors believe, that this new kind of gam-
ing experience will lead to a revolution in how peo-
ple experience computer games. We expect systems
like this to become omnipresent in gaming halls in
the next couple of years. As soon as the hardware
is affordable, people might even start installing these
systems in their homes.
ACKNOWLEDGEMENTS
The authors thank two teams of students for the im-
plementation of the games. Henning Groenda and
Fabian Nowak implemented MCQuake. paMCan was
written by Jens K
¨
ubler, Jan Wassenberg, and Lutz
Winkler.
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