Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Virtual Locomotion System for Large-Scale Virtual Environment
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
IEEE Computer Graphics and Applications
Comparing VE Locomotion Interfaces
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
The Hand is Slower than the Eye: A Quantitative Exploration of Visual Dominance over Proprioception
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Redirected walking
Distance Perception in Immersive Virtual Environments, Revisited
VR '06 Proceedings of the IEEE conference on Virtual Reality
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
The perception of walking speed in a virtual environment
Presence: Teleoperators and Virtual Environments
Combining passive haptics with redirected walking
Proceedings of the 2005 international conference on Augmented tele-existence
ACM SIGGRAPH 2006 Emerging technologies
Estimation of travel distance from visual motion in virtual environments
ACM Transactions on Applied Perception (TAP)
A new step-in-place locomotion interface for virtual environment with large display system
ACM SIGGRAPH 2002 conference abstracts and applications
Motion Compression for Telepresence Locomotion
Presence: Teleoperators and Virtual Environments
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Taxonomy and Implementation of Redirection Techniques for Ubiquitous Passive Haptic Feedback
CW '08 Proceedings of the 2008 International Conference on Cyberworlds
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Cyberwalk: implementation of a ball bearing platform for humans
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction platforms and techniques
Telepresence techniques for controlling avatar motion in first person games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Transitional environments enhance distance perception in immersive virtual reality systems
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments
Proceedings of the 2011 SIGGRAPH Asia Conference
Redirected walking to explore virtual environments: Assessing the potential for spatial interference
ACM Transactions on Applied Perception (TAP)
Human sensitivity to dynamic rotation gains in head-mounted displays
Proceedings of the ACM Symposium on Applied Perception
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Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. In a constant stimuli experiment with a two-alternative-forced-choice task we have quantified how much humans can unknowingly be redirected on virtual paths which are different from the paths they actually walk. 18 subjects have been tested in four different experiments: (E1a) discrimination between virtual and physical rotation, (E1b) discrimination between two successive rotations, (E2) discrimination between virtual and physical translation, and discrimination of walking direction (E3a) without and (E3b) with start-up. In experiment E1a subjects performed rotations to which different gains have been applied, and then had to choose whether or not the visually perceived rotation was greater than the physical rotation. In experiment E1b subjects discriminated between two successive rotations where different gains have been applied to the physical rotation. In experiment E2 subjects chose if they thought that the physical walk was longer than the visually perceived scaled travel distance. In experiment E3a subjects walked a straight path in the IVE which was physically bent to the left or to the right, and they estimate the direction of the curvature. In experiment E3a the gain was applied immediately, whereas the gain was applied after a start-up of two meters in experiment E3b. Our results show that users can be turned physically about 68% more or 10% less than the perceived virtual rotation, distances can be up- or down-scaled by 22%, and users can be redirected on an circular arc with a radius greater than 24 meters while they believe they are walking straight.