Article

Real Walking through Virtual Environments by Redirection Techniques

JVRB - Journal of Virtual Reality and Broadcasting ; 6(2009) , 2
Source: OAI

ABSTRACT We present redirection techniques that support exploration of large-scale virtual environments (VEs) by means of real walking. We quantify to what degree users can unknowingly be redirected in order to guide them through VEs in which virtual paths differ from the physical paths. We further introduce the concept of dynamic passive haptics by which any number of virtual objects can be mapped to real physical proxy props having similar haptic properties (i. e., size, shape, and surface structure), such that the user can sense these virtual objects by touching their real world counterparts. Dynamic passive haptics provides the user with the illusion of interacting with a desired virtual object by redirecting her to the corresponding proxy prop. We describe the concepts of generic redirected walking and dynamic passive haptics and present experiments in which we have evaluated these concepts. Furthermore, we discuss implications that have been derived from a user study, and we present approaches that derive physical paths which may vary from the virtual counterparts.

Full-text

Available from: Gerd Bruder, Dec 08, 2014
0 Bookmarks
 · 
77 Views
  • [Show abstract] [Hide abstract]
    ABSTRACT: Locomotion interfaces that support physical self-motion in virtual reality facilitate spatial updating, but have relatively high cost and typically require large physical spaces. A better understanding of the illusion of self-motion, or vection, presents a potential solution to this problem. Though circular self-motion illusions induced using only visuals or only walking have been investigated previously, the interaction between these two types has not. We conducted an experiment to examine the additive effects of walking stimuli and visual motion cues on intensity and convincingness of circular veetion. Our results indicate a trend towards decreased vection onset time when illusory rotation stimuli were combined. Measures of intensity and convincingness were also rated higher for the combined stimulus condition when compared with walking or visual stimuli separately. Consequently, lean and elegant virtual reality interface designs should include both walking and visual stimuli for a compelling experience of self-motion.
    Virtual Reality (VR), 2013 IEEE; 01/2013
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Redirected Walking (RDW) is a technique that allows exploring immersive virtual environments by real walking in a small physical room. RDW employs so-called redirection techniques (RETs) to manipulate the user's real world trajectory in such a way that he remains within the boundaries of the physical room. Different RETs were suggested and evaluated in the past. In addition, steering algorithms were proposed that apply a limited set of RETs to redirect a user away from the physical room's boundaries. Within this paper, a generalized approach to planning and applying RETs is presented. It is capable of dynamically selecting suitable RETs and also controlling parameters like their strengths. The problem of steering a user in a small physical room using RETs is formulated as an optimal control problem. This allows applying an efficient probabilistic planning algorithm to maximize the free walking experience. The proposed algorithm uses a map of the virtual environment to continuously determine the optimal RET that has to be applied next. The suggested algorithm is evaluated within a user study and compared to a state-of-the-art steering algorithm. Results show that for the given virtual environment, it is able to reduce the number of collisions with the room boundaries by 41\% and furthermore reduces the amount of applied redirections significantly.
    IEEE 3D User Interfaces, Minneapolis; 03/2014
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Redirection techniques are a compelling way to enable natural walking in immersive virtual environments when physical space is limited. It is challenging to employ redirection in mixed reality environments, however, because these techniques disrupt the spa-tial alignment between virtual objects and corresponding real world props. In this paper, we adapt a recently developed redirection tech-nique based on change blindness for use in mixed reality environ-ments. In contrast to continuous redirection techniques that rely on rotation or translation gains, this approach shifts the environment between discrete structural states. Thus, users can walk repeatedly to physical objects and stimuli in fixed real world positions, and they will perceive that they are interacting with separate virtual ob-jects. We describe a proof-of-concept virtual environment that redi-rects users over real world concrete and gravel walking surfaces as they explore multiple buildings in an expansive outdoor scene. Our initial qualitative observations suggest that this passive haptic feed-back contributes to the illusion of being in a virtual environment that is considerably larger than the physical space.