Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Steps and ladders in virtual reality
VRST '94 Proceedings of the conference on Virtual reality software and technology
The omni-directional treadmill: a locomotion device for virtual worlds
Proceedings of the 10th annual ACM symposium on User interface software and technology
Hands-free multi-scale navigation in virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Vehicle Teleoperation Interfaces
Autonomous Robots
Walking About Virtual Environments on an Infinite Floor
VR '99 Proceedings of the IEEE Virtual Reality
High-Performance Wide-Area Optical Tracking: The HiBall Tracking System
Presence: Teleoperators and Virtual Environments
Movement in Cluttered Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Spatial Orientation and Wayfinding in Large-Scale Virtual Spaces II: Guest Editors' Introduction
Presence: Teleoperators and Virtual Environments
Updating orientation in large virtual environments using scaled translational gain
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
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
Presence: Teleoperators and Virtual Environments
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces
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
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Development of a Multi-modal Multi-user Telepresence and Teleaction System
International Journal of Robotics Research
Evaluation of walking in place on a Wii balance board to explore a virtual environment
ACM Transactions on Applied Perception (TAP)
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments
Proceedings of the 2011 SIGGRAPH Asia Conference
Future entertainment technologies
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Redirected walking to explore virtual environments: Assessing the potential for spatial interference
ACM Transactions on Applied Perception (TAP)
Telepresence techniques for controlling avatar motion in first person games
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Evaluation of surround-view and self-rotation in the OctaVis VR-System
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Telepresent walking allows visits to remote places such as museums, exhibitions, architecture, or industrial sites with a high degree of realism. While walking freely around in the user environment, the user sees the remote environment through the "eyes" of a remote mobile teleoperator. For that purpose, the user's motion is tracked and transferred to the teleoperator. Without additional processing of the motion data, the size of the remote environment to be explored is limited to the size of the user environment. This paper proposes an extension of telepresent walking to arbitrarily large remote or virtual spaces based on compressing wide-area motion into the available user space. Motion compression is a novel approach and does not make use of scaling or walking-in-place metaphors. Rather, motion compression introduces some deviation of curvature between user motion and teleoperator motion. An optimization approach is used to find the user path of minimum curvature deviation with respect to a given predicted teleoperator path that fits inside the boundaries of the user environment. Turning angles and travel distances are mapped with a 1:1 ratio to provide the desired impression of realistic self-locomotion in the teleoperator's environment. The effects of the curvature deviation on inconsistent perception of locomotion are studied in two experiments.