Abstract
AbstractVirtual reality (VR) locomotion should allow users to move freely in the virtual space while staying within the tracking area in the real space. The redirected walking (RDW) technique enables users to walk naturally in an unlimited virtual space within a limited tracking area by rotating the virtual scene view. However, conflicting visual and vestibular signals during RDW can lead to user discomfort and decreased immersion. To avoid user discomfort, an RDW gain should be within the detection threshold (DT) range. However, a large angle of walking redirection is required when physically avoiding obstacles or escaping from a narrow space, so DT expansion is necessary. In this study, to change the curvature DT range and enhance RDW performance, we proposed an optical flow (OF)-generating vection in a virtual environment. Further, we investigate methods to reduce user discomfort and increase RDW efficiency considering familiar and unfamiliar VR users. The findings showed that the introduction of OF led to a reduction in the DT range for all users, irrespective of the OF’s direction. However, conditions with OF resulted in an extended DT range for users familiar with VR while concurrently diminishing the DT range for those who were VR unfamiliar. To delve further, our analysis indicated that when both the OF and redirecting directions were identical, the RDW performance was robust to VR familiarity, whereas in opposing directions, the DT range increased for VR-familiar users. Our study findings suggested using OF for the RDW technique and extending its applicability in virtual environments.
Publisher
Springer Science and Business Media LLC
Cited by
1 articles.
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1. GaitWay: Gait Data-Based VR Locomotion Prediction System Robust to Visual Distraction;Extended Abstracts of the CHI Conference on Human Factors in Computing Systems;2024-05-11