TY - GEN
T1 - Towards context-sensitive reorientation for real walking in virtual reality
AU - Grechkin, Timofey
AU - Azmandian, Mahdi
AU - Bolas, Mark
AU - Suma Rosenberg, Evan
PY - 2015/8/25
Y1 - 2015/8/25
N2 - Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
AB - Redirected walking techniques have been introduced to overcome physical limitations for natural locomotion in virtual reality. Although subtle perceptual manipulations are helpful to keep users within relatively small tracked spaces, it is inevitable that users will approach critical boundary limits. Current solutions to this problem involve breaks in presence by introducing distractors, or freezing the virtual world relative to the user's perspective. We propose an approach that integrates into the virtual world narrative to draw users' attention and to cause them to temporarily alter their course to avoid going off bounds. This method ties together unnoticeable translation, rotation, and curvature gains, efficiently reorienting the user while maintaining the user's sense of immersion. We also discuss how this new method can be effectively used in conjunction with other reorientation techniques.
KW - H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems - Artificial, augmented, and virtual realities
KW - I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques
KW - I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=84954521725&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84954521725&partnerID=8YFLogxK
U2 - 10.1109/VR.2015.7223357
DO - 10.1109/VR.2015.7223357
M3 - Conference contribution
AN - SCOPUS:84954521725
T3 - 2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings
SP - 185
EP - 186
BT - 2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings
A2 - Swan, J. Edward
A2 - Lecuyer, Anatole
A2 - Hollerer, Tobias
A2 - Interrante, Victoria
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - IEEE Virtual Reality Conference, VR 2015
Y2 - 23 March 2015 through 27 March 2015
ER -