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
The holodeck construction manual
ACM SIGGRAPH 2008 posters
Analyses of human sensitivity to redirected walking
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Presence-enhancing real walking user interface for first-person video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Lessons about virtual environment software systems from 20 years of ve building
Presence: Teleoperators and Virtual Environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Augmentation techniques for efficient exploration in head-mounted display environments
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
3D spatial interaction: applications for art, design, and science
ACM SIGGRAPH 2011 Courses
Redirected walking to explore virtual environments: Assessing the potential for spatial interference
ACM Transactions on Applied Perception (TAP)
Immersion with robots in large virtual environments
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Questioning naturalism in 3D user interfaces
Communications of the ACM
Reorientation during body turns
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
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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There are many different techniques for allowing users to specify locomotion in human-scale, immersive virtual environments. These include flying with a hand-controller, using a treadmill, walking-in-place, and others. Real walking, where the user actually and physically walks in the lab, and virtually moves the same distance and in the same direction in the virtual scene, is better than flying. It is more input-natural, does not require learning a new interface, results in a greater sense of presence, and theoretically results in less simulator sickness. One serious problem with real walking, however, is that the size of the virtual scene is limited by the size of tracked area. For example, for an architect to really walk in a virtual prototype of a house, the tracked area must be as large as the house. This requirement makes real walking infeasible for many facilities and virtual scenes. To address this limitation, I have developed Redirected Walking, which by interactively and imperceptibly rotating the virtual scene around her, makes the user turn herself. Under the right conditions, Redirected Walking would cause the user to unknowingly walk in circles in the lab, while thinking she is walking in a straight and infinitely long path in the virtual scene. In this dissertation I develop Redirection, discuss its theoretical and physiological underpinnings, and presents results to show that it can be used: (1) to make the user turn themselves, (2) without causing the user to be aware of Redirection, (3) without unacceptably increasing the user's level of simulator sickness and, most importantly, (4) to useful effect: (A) In head-mounted display systems, the user can experience a virtual scene larger than the lab while also having the benefits of real walking. (B) In an open-backed, three-walled CAVE, users can have the increased presence and input-naturalness normally associated with a fully enclosed CAVE. I also present guidelines for VE practitioners wishing to use Redirection, based on the theory and observations reported in this dissertation.