7 research outputs found
Rapid, continuous movement between nodes as an accessible virtual reality locomotion technique
The confounding effect of player locomotion on the vestibulo-ocular reflex is one of the principal causes of motion sickness in immersive virtual reality. Continuous motion is particularly problematic for stationary user configurations, and teleportation has become the prevailing approach for providing accessible locomotion. Unfortunately, teleportation can also increase disorientation and reduce a player’s sense of presence within a VR environment. This paper presents an alternative locomotion technique designed to preserve accessibility while maintaining feelings of presence. This is a node-based navigation system which allows the player to move between predefined node positions using a rapid, continuous, linear motion. An evaluation was undertaken to compare this locomotion technique with commonly used, teleportation-based and continuous walking approaches. Thirty-six participants took part in a study which examined motion sickness and presence for each technique, while navigating around a virtual house using PlayStation VR. Contrary to intuition, we show that rapid movement speeds reduce players’ feelings of motion sickness as compared to continuous movement at normal walking speeds
Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering
Redirected walking is a Virtual Reality(VR) locomotion technique which
enables users to navigate virtual environments (VEs) that are spatially larger
than the available physical tracked space. In this work we present a novel
technique for redirected walking in VR based on the psychological phenomenon of
inattentional blindness. Based on the user's visual fixation points we divide
the user's view into zones. Spatially-varying rotations are applied according
to the zone's importance and are rendered using foveated rendering. Our
technique is real-time and applicable to small and large physical spaces.
Furthermore, the proposed technique does not require the use of stimulated
saccades but rather takes advantage of naturally occurring saccades and blinks
for a complete refresh of the framebuffer. We performed extensive testing and
present the analysis of the results of three user studies conducted for the
evaluation
Natural Walking in Virtual Reality:A Review
Recent technological developments have finally brought virtual reality (VR) out of the laboratory and into the hands of developers and consumers. However, a number of challenges remain. Virtual travel is one of the most common and universal tasks performed inside virtual environments, yet enabling users to navigate virtual environments is not a trivial challenge—especially if the user is walking. In this article, we initially provide an overview of the numerous virtual travel techniques that have been proposed prior to the commercialization of VR. Then we turn to the mode of travel that is the most difficult to facilitate, that is, walking. The challenge of providing users with natural walking experiences in VR can be divided into two separate, albeit related, challenges: (1) enabling unconstrained walking in virtual worlds that are larger than the tracked physical space and (2) providing users with appropriate multisensory stimuli in response to their interaction with the virtual environment. In regard to the first challenge, we present walking techniques falling into three general categories: repositioning systems, locomotion based on proxy gestures, and redirected walking. With respect to multimodal stimuli, we focus on how to provide three types of information: external sensory information (visual, auditory, and cutaneous), internal sensory information (vestibular and kinesthetic/proprioceptive), and efferent information. Finally, we discuss how the different categories of walking techniques compare and discuss the challenges still facing the research community.</jats:p
Inattentional Blindness for Redirected Walking Using Dynamic Foveated Rendering
Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for redirected walking in VR based on the psychological phenomenon of inattentional blindness. Based on the user's visual fixation points we divide the user's view into zones. Spatially-varying rotations are applied according to the zone's importance and are rendered using foveated rendering. Our technique is real-time and applicable to small and large physical spaces. Furthermore, the proposed technique does not require the use of stimulated saccades but rather takes advantage of naturally occurring saccades and blinks for a complete refresh of the framebuffer. We performed extensive testing and present the analysis of the results of three user studies conducted for the evaluation
Telepräsente Bewegung und haptische Interaktion in ausgedehnten entfernten Umgebungen
Das hier vorgestellte System zur weiträumigen Telepräsenz erlaubt wirklichkeitsnahe Exploration und Manipulation in ausgedehnten entfernten Umgebungen. Durch immersive Schnittstelle versetzt sich der menschliche Benutzer an die Stelle eines mobilen Teleoperators. Weiträumige Bewegung durch natürliches Gehen wird durch das substantiell erweiterte Verfahren der Bewegungskompression ermöglicht. Für die haptische Interaktion wird eine speziell entwickelte haptische Schnittstelle vorgestellt
Telepräsente Bewegung und haptische Interaktion in ausgedehnten entfernten Umgebungen
Das hier vorgestellte System zur weiträumigen Telepräsenz erlaubt wirklichkeitsnahe Exploration und Manipulation in ausgedehnten entfernten Umgebungen. Durch immersive Schnittstelle versetzt sich der menschliche Benutzer an die Stelle eines mobilen Teleoperators. Weiträumige Bewegung durch natürliches Gehen wird durch das substantiell erweiterte Verfahren der Bewegungskompression ermöglicht. Für die haptische Interaktion wird eine speziell entwickelte haptische Schnittstelle vorgestellt