Motion compression for telepresent walking in large target environments
Presence: Teleoperators and Virtual Environments - Special section: Advances in interactive multimodal telepresent systems
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
Combining passive haptics with redirected walking
Proceedings of the 2005 international conference on Augmented tele-existence
Exploring large virtual environments with an HMD when physical space is limited
Proceedings of the 4th symposium on Applied perception in graphics and visualization
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
Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Evaluation of Reorientation Techniques and Distractors for Walking in Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Human sensitivity to dynamic rotation gains in head-mounted displays
Proceedings of the ACM Symposium on Applied Perception
Towards enabling more effective locomotion in VR using a wheelchair-based motion platform
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Redirected walking has gained popularity in recent years as a way of enhancing the safety of users immersed in a virtual reality simulation and of extending the amount of space that can be simulated in a virtual environment (VE). Limits imposed by the available physical space and functional tracking area are overcome by inducing immersed users to veer imperceptibly in a way that prevents them from leaving the confines of the tracking space. Redirected walking has been shown to be feasible at levels below noticeable thresholds and to function without increasing the incidence of simulator sickness. The present studies demonstrate that redirected walking can function without negatively impacting memory for spatial locations of landmarks in a VE, despite introducing discrepancies between various spatial senses and distorting the spatial mapping of movement onto the environment. Additionally, the present studies implement what, to our knowledge, is the first generalized redirected walking algorithm that is independent of any task or environment structure, and can adaptively steer users in real time as they engage in spontaneous, unconstrained navigation. The studies also demonstrate that such an algorithm can be implemented successfully in a gymnasium-sized space.