Walking walking-in-place flying, in virtual environments
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Perceptual Stability During Head Movement in Virtual Reality
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
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
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
ACM SIGGRAPH 2006 Emerging technologies
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
LLCM-WIP: Low-Latency, Continuous-Motion Walking-in-Place
3DUI '08 Proceedings of the 2008 IEEE Symposium on 3D User Interfaces
Estimation of Detection Thresholds for Redirected Walking Techniques
IEEE Transactions on Visualization and Computer Graphics
Telepresence techniques for controlling avatar motion in first person games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Scene-motion thresholds during head yaw for immersive virtual environments
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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Immersive virtual environment (IVE) systems allow users to control their virtual viewpoint by moving their tracked head and by walking through the real world, but usually the virtual space which can be explored by walking is restricted to the size of the tracked space of the laboratory. However, as the user approaches an edge of the tracked walking area, reorientation techniques can be applied to imperceptibly turn the user by manipulating the mapping between real-world body turns and virtual camera rotations. With such reorientation techniques, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments we have quantified how much users can unknowingly be reoriented during body turns. We tested 18 subjects in two different experiments. First, in a just-noticeable difference test subjects had to perform two successive body turns between which they had to discriminate. In the second experiment subjects performed body turns that were mapped to different virtual camera rotations. Subjects had to estimate whether the visually perceived rotation was slower or faster than the physical rotation. Our results show that the detection thresholds for reorientation as well as the point of subjective equality between real movement and visual stimuli depend on the virtual rotation angle.