2024 年 29 巻 4 号 p. 239-249
A hit-stop is a technique used mainly in fighting games to highlight the impact felt by a player when the target’s movement temporarily pauses at the moment of contact. This technique can induce a sense of pseudo-impact in users when applied in virtual reality (VR). However, previous studies have only looked at its effects on a single user, leaving the impact of hit-stops on multiple users in a shared virtual environment unexamined. Concerns exist that hit-stops might cause discomfort and degrade the VR experience due to unpredictable movements of other players. This study aims to explore how hit-stops affect user discomfort in multi-user VR and whether presenting hit-stops asymmetrically can reduce such discomfort. We conducted an experiment where two players engaged in a virtual tennis rally under four conditions: each player’s hit-stop adjusted motion (symmetric condition) or real motion (asymmetric condition) shown to the opponent, and the opponent’s hit-stop adjusted or real motion shown to the player. The findings indicated that asymmetric presentation of hit-stops can alleviate discomfort with the other player while still providing a pseudo-impact sensation.