Visual Ux study

[Presenting a 3D map in VR Space]

This study proposes a method for visually representing gravity directions in 3D virtual reality spaces, catering to the unique possibilities of metaverse environments where users serve dual roles as consumers and developers.

Overview

This study proposes a method for creating 3D maps that represent distorted gravity in a 3D virtual reality (VR) space. Virtual spaces do not necessarily need to adhere to the physical laws of reality, and emerging metaverse spaces offer the potential to distort and apply gravity in unique ways. Moreover, metaverse users are expected to act not only as users but also as developers, demanding a more diverse range of spatial information.

Project goal

Motion sickness

In VR, motion sickness is not limited to mere confusion. It can escalate to the point of users abandoning content due to severe VR motion sickness, and in some cases, individuals may experience lingering discomfort that prevents them from engaging in VR content for several days. To mitigate the cognitive dissonance arising from the disparity between visual information and the perceived direction of gravity by the body, a systematic approach to gravity direction is necessary from the design stage of the content.


Even the basic act of moving one's avatar's position in VR can induce significant motion sickness. When users use controllers to move their avatar, visual information changes, but the actual body remains stationary, causing this discrepancy to trigger VR motion sickness. Overcoming this issue can be achieved by structuring content in a way that involves direct walking or vehicle driving experiences.

In VR, motion sickness is not limited to mere confusion. It can escalate to the point of users abandoning content due to severe VR motion sickness, and in some cases, individuals may experience lingering discomfort that prevents them from engaging in VR content for several days. To mitigate the cognitive dissonance arising from the disparity between visual information and the perceived direction of gravity by the body, a systematic approach to gravity direction is necessary from the design stage of the content.


Even the basic act of moving one's avatar's position in VR can induce significant motion sickness. When users use controllers to move their avatar, visual information changes, but the actual body remains stationary, causing this discrepancy to trigger VR motion sickness. Overcoming this issue can be achieved by structuring content in a way that involves direct walking or vehicle driving experiences.

Proposal 1 : RGB map

In 3D modeling programs, the directions of the XYZ axes in the Cartesian coordinate system are represented through a gizmo, with each axis depicted in three colors: red (R) for the X-axis, green (G) for the Y-axis, and blue (B) for the Z-axis. Inspired by this, the intention is to express the direction of gravity acting on each object through additive blending of RGB colors.

In 3D modeling programs, the directions of the XYZ axes in the Cartesian coordinate system are represented through a gizmo, with each axis depicted in three colors: red (R) for the X-axis, green (G) for the Y-axis, and blue (B) for the Z-axis. Inspired by this, the intention is to express the direction of gravity acting on each object through additive blending of RGB colors.

Proposal 2 : Representation of Gravity Direction through Diagrams

Maps convey various information through diagrams. In physics, the direction of force is often represented by arrows. In this study, we utilized icons in the form of 3D arrows to indicate the direction of gravity. The images drawn on these icons are designed to always face the user's direction, ensuring readability from any perspective. These icons serve the purpose of aiding intuitive map interpretation by being used independently or in conjunction with RGB colors representing the direction of gravity.

Conclusion

This study proposes a method for creating 3D maps that represent distorted gravity in a VR space, recognizing that virtual environments are not bound by the physical laws of reality. The emerging metaverse world holds the potential to distort and apply gravity creatively. Users on metaverse platforms, often acting as both consumers and developers, are expected to demand more diverse spatial information.


The methodology involves substituting values associated with the XYZ axes of a 3D space's Cartesian coordinate system with RGB colors to visually represent the direction of gravity acting on objects. However, as gravity directions become more varied, the drawback of difficulty in interpreting color-coded information arises. To address this, the study proposes using icons or symbols to aid in the interpretation of gravity direction.


Through the presented 3D VR map creation method, it is anticipated that regular users can navigate smoothly in 3D VR spaces with non-uniform gravity. Additionally, it is expected to provide users and developers engaged in constructing 3D VR spaces with the spatial information they require. The application of this methodology is envisioned across all processes, from analysis and design to construction, maintenance, and marketing.

Interested in working together?

만나서 반갑습니다.
Pleasure to meet you.

Interested in working together?

만나서 반갑습니다.
Pleasure to meet you.

Interested in working together?

만나서 반갑습니다.
Pleasure to meet you.

Interested in working together?

만나서 반갑습니다.
Pleasure to meet you.