Recalibration of rotational locomotion in immersive virtual environments
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Exploring large virtual environments with an HMD on foot
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Calibration of locomotion resulting from visual motion in a treadmill-based virtual environment
ACM Transactions on Applied Perception (TAP)
HMD calibration and its effects on distance judgments
ACM Transactions on Applied Perception (TAP)
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
Human sensitivity to dynamic rotation gains in head-mounted displays
Proceedings of the ACM Symposium on Applied Perception
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This work uses an immersive virtual environment (IVE) to examine how people maintain a calibration between biomechanical and visual information for rotational self-motion. First, we show that no rotational recalibration occurs when visual and biomechanical rates of rotation are matched. Next, we demonstrate that mismatched physical and visual rotation rates cause rotational recalibration. Although previous work has shown that rotational locomotion can be recalibrated in real environments, this work extends the finding to virtual environments. We further show that people do not completely recalibrate left and right rotations independently when different visual--biomechanical discrepancies are used for left and right rotations during a recalibration phase. Finally, since the majority of participants did not notice mismatched physical and visual rotation rates, we discuss the implications of using such mismatches to enable IVE users to explore a virtual space larger than the physical space they are in.