Updating orientation in large virtual environments using scaled translational gain
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)
Recalibration of rotational locomotion in immersive virtual environments
ACM Transactions on Applied Perception (TAP)
Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Redirected walking to explore virtual environments: Assessing the potential for spatial interference
ACM Transactions on Applied Perception (TAP)
Scene-motion thresholds during head yaw for immersive virtual environments
ACM Transactions on Applied Perception (TAP)
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
Velocity-dependent dynamic curvature gain for redirected walking
VR '11 Proceedings of the 2011 IEEE Virtual Reality Conference
IEEE Transactions on Visualization and Computer Graphics
A taxonomy for deploying redirection techniques in immersive virtual environments
VR '12 Proceedings of the 2012 IEEE Virtual Reality
Reorientation during body turns
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
Hi-index | 0.00 |
Head-mounted display (HMD) systems make it possible to introduce discrepancies between physical and virtual world rotations. Small and hopefully unnoticed discrepancies can be useful for redirected walking algorithms which seek to allow a user to explore a large virtual space while confined to a small real space. Previous work has examined if people can detect discrepancies which are fixed (such as when the virtual world rotation rate is amplified by a fixed value). In this work, we conducted an experiment where participants turn 360 degrees in the real world and indicate if the virtual world rotation rate increased or decreased over the course of the turn. Our results show no difference between rotational gains which instantaneously jump from one value to another compared to gains which slowly change over the course of a 360 degree turn. We also found that the starting gain influenced the point of subjective equality. Finally, our work indicates that the range of reliably detectable gain changes is consistent for starting gains at 1 and starting gains at 2.