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article
NethSEKBM2011_2
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking
IEEE Transactions on Visualization and Computer Graphics
2012
7
18
7
1041-1052
Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 m versus 22 m). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 m versus 15 m). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.
http://www.kyb.tuebingen.mpg.defileadmin/user_upload/files/publications/2011/TVCG_Neth_Manuscript_revised.pdf
http://www.kyb.tuebingen.mpg.de
http://www.kyb.tuebingen.mpg.de
Department Bülthoff
http://www.computer.org/portal/web/csdl/doi/10.1109/TVCG.2011.275
10.1109/TVCG.2011.275
nethCTNeth
soumanJLSouman
engelDEngel
UKloos
hhbHHBülthoff
mohlerBJMohler
inproceedings
NethSEKBM2011
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking
2011
3
151-158
The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m-1 (radius of approximately 10m). In contrast, for faster walking speeds (>;1.0m/s), we found a significantly lower detection threshold of approximately 0.036m-1 (radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar cont roller did reveal an effect on walking distance or simulator sickness.
http://www.kyb.tuebingen.mpg.defileadmin/user_upload/files/publications/2011/VR-2011-Neth.pdf
http://www.kyb.tuebingen.mpg.de
http://www.kyb.tuebingen.mpg.de
Department Bülthoff
http://conferences.computer.org/vr/2011/
Hirose, M. , B. Lok, A. Majumder, D. Schmalstieg
IEEE
Piscataway, NJ, USA
Singapore
IEEE Virtual Reality Conference (VR 2011)
978-1-4577-0039-2
10.1109/VR.2011.5759454
nethCNeth
soumanJLSouman
engelDEngel
UKloos
hhbHHBülthoff
mohlerBJMohler
poster
6755
Velocity-dependent curvature gain and avatar use for Redirected Walking
2010
10
1-2
We investigated in a study whether humans’ sensitivity to curved walking is affected by their walking velocity.
Amongst other techniques, redirecting users of an immersive virtual environment on a curved path is part of the
so-called ’Redirected Walking’. We conducted an experiment in which 12 participants walked specific curvatures
at given speeds in a VR. We found that people are significantly less sensitive to walking on a curve when walking slower. Moreover, we assume the possibility of using avatars to support redirection algorithms as it was shown by Llobera et al. ([LSRS10]) that proxemics holds true for avatars in virtual environments, too. In this work, we depict three possible applications of how avatars could be used to achieve a better redirection.
http://www.kyb.tuebingen.mpg.de/fileadmin/user_upload/files/publications/JVRC_Manuscript_[0].pdf
http://www.kyb.tuebingen.mpg.de
http://www.kyb.tuebingen.mpg.de
Department Bülthoff
http://www.interaction-design.org/references/conferences/proceedings_of_the_joint_virtual_reality_conference_of_egve_-_eurovr_-_vec.html
Kuhlen, T. , S. Coquillart, V. Interrante
Eurographics Association
Goslar, Germany
Virtual Environments 2010
Biologische Kybernetik
Max-Planck-Gesellschaft
Stuttgart, Germany
2010 Joint Virtual Reality Conference of EuroVR - EGVE - VEC (JVRC 2010)
en
978-3-905674-30-9
nethCTNeth
soumanJLSouman
engelDEngel
UKloos
hhbHHBülthoff
mohlerBJMohler
poster
6550
The effect of walking speed on the sensitivity to curved walking in an immersive Virtual Environment
Perception
2010
8
39
ECVP Abstract Supplement
96
People are relatively insensitive to the curvature of their walking trajectory [Kallie et al., 2007, JEP:HPP, 33(1), 183-200]. This is exploited in the "Redirected Walking" technique which is used in Virtual Reality to extend the borders of Virtual Environments (VE) beyond the size of the physical walking area [Steinicke et al., 2009, Journal of Virtual Reality and Broadcasting, 6(2009)]. One method is to slowly rotate the VE while the user is aiming to walk a straight path, inducing him/her to unknowingly walk on a curved trajectory. We tested whether the sensitivity to curvature depends on walking speed. Participants followed a virtual sphere in a VE, which moved on a straight path. During walking, the entire visual scene was rotated, creating a curved real-world trajectory (radius 20-200m). Walking speed was 0.75, 1.0, or 1.25 m/s. Participants indicated whether their physical walking path curved to the left or right. Discrimination thresholds were estimated by fitting a psychometric function to the propor
tion of trials in which the trajectory was reported to curve to the left. Curvature thresholds were found to be higher for slow walking. This suggests that the effectiveness of the redirected walking technique depends on walking speed.
http://www.kyb.tuebingen.mpg.de/fileadmin/user_upload/files/publications/Abstract%20ECVP10_[0].pdf
http://www.kyb.tuebingen.mpg.de
http://www.kyb.tuebingen.mpg.de
Department Bülthoff
http://www.perceptionweb.com/abstract.cgi?id=v100135
Biologische Kybernetik
Max-Planck-Gesellschaft
Lausanne, Switzerland
33rd European Conference on Visual Perception
en
nethCNeth
soumanJLSouman
hhbHHBülthoff
UKloos
mohlerBJMohler
thesis
Neth2010
The effect of walking speed and avatars on Redirected Walking
2010
8
http://www.kyb.tuebingen.mpg.defileadmin/user_upload/files/publications/2011/Master-Thesis-Neth-2010.pdf
http://www.kyb.tuebingen.mpg.de
http://www.kyb.tuebingen.mpg.de
Department Bülthoff
Reutlingen University
Master
nethCNeth