Towards context-sensitive reorientation for real walking in virtual reality

Timofey Grechkin, Mahdi Azmandian, Mark Bolas, Evan Suma Rosenberg

Research output: Chapter in Book/Report/Conference proceedingConference contribution

6 Scopus citations

Abstract

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.

Original languageEnglish (US)
Title of host publication2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings
EditorsJ. Edward Swan, Anatole Lecuyer, Tobias Hollerer, Victoria Interrante
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages185-186
Number of pages2
ISBN (Electronic)9781479917273
DOIs
StatePublished - Aug 25 2015
Externally publishedYes
EventIEEE Virtual Reality Conference, VR 2015 - Arles, France
Duration: Mar 23 2015Mar 27 2015

Publication series

Name2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings

Other

OtherIEEE Virtual Reality Conference, VR 2015
CountryFrance
CityArles
Period3/23/153/27/15

Keywords

  • H.5.1 [Information Interfaces and Presentation]: Multimedia Information Systems - Artificial, augmented, and virtual realities
  • I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques
  • I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual reality

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