2017
DOI: 10.1109/tvcg.2017.2657220
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Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR

Abstract: Redirected walking (RDW) promises to allow near-natural walking in an infinitely large virtual environment (VE) by subtle manipulations of the virtual camera. Previous experiments analyzed the human sensitivity to RDW manipulations by focusing on the worst-case scenario, in which users walk perfectly straight ahead in the VE, whereas they are redirected on a circular path in the real world. The results showed that a physical radius of at least 22 meters is required for undetectable RDW. However, users do not a… Show more

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Cited by 112 publications
(56 citation statements)
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“…In this methods there is still a lack of balance information and therefore it can still cause cybersickness. Langbehn et al (2017) try to redirect the users movement to fit large environments into smaller tracking areas. Benefit of this method in comparison to the other ones, is it's multi-user potential and the presence of correct walking cues to our sense of balance.…”
Section: Realistic Navigationmentioning
confidence: 99%
“…In this methods there is still a lack of balance information and therefore it can still cause cybersickness. Langbehn et al (2017) try to redirect the users movement to fit large environments into smaller tracking areas. Benefit of this method in comparison to the other ones, is it's multi-user potential and the presence of correct walking cues to our sense of balance.…”
Section: Realistic Navigationmentioning
confidence: 99%
“…Redirected Walking (RW) [43] introduces minor differences in the walking speed and turning angle to adapt the perception of walking in the dual worlds. Basic RW operations include Translation (TO) [59], Rotation (RO) [24,37], and Curvature (CO) [26,35]. TO introduces a slight scaling factor between the walking speed in the virtual world and the actual walking speed in the physical world.…”
Section: Preliminariesmentioning
confidence: 99%
“…Compared with DP, DEWN generates feasible solutions with much smaller time because the pruning strategies effectively trim off redundant 25 https://bit.ly/2DZXQLv, https://bit.ly/2DZXS65. 26 The estimated RW cost for a v-edge with length l is set to β (l ) (the MIL upper bound) as a safe estimate, since COLA does not process the physical world. 27 V-path lengths are averaged only from feasible solutions.…”
Section: Experiments Setup and Evaluation Planmentioning
confidence: 99%
“…The seminal redirected walking research (e.g., [42][43][44]) mapped physically curved paths to virtual straight paths to test the illusion, but more recent work has looked at the tolerance for detection of curved physical paths, either simply walking through a room [28], or in conjunction with touching a wall surface [32,33]. The research suggests that there are larger tolerances (i.e., lowered sensitivity) to variations in the curvature of physical vs. virtual paths, compared to straight physical vs. curved virtual paths, and curved walls can be perceived as straight walls [32,33].…”
Section: Redirected Walkingmentioning
confidence: 99%
“…Translational gain has frequently been overlooked in favour of both redirected walking and locomotion interfaces. Redirected walking uses combinations of translational [21], rotational [27] and curvature [28] gain alongside other perceptual tricks to portray infinitely traversable virtual spaces. However, these techniques have significant limitations regarding physical requirements (minimum 6m 2 [45] but realistically up room-scale to 22m 2 [19]), and they cannot support singleroom virtual spaces where every visible corner is consistently reachable and fully explorable.…”
Section: Introductionmentioning
confidence: 99%