1,293 research outputs found
Monte-Carlo Redirected Walking: Gain Selection Through Simulated Walks
We present Monte-Carlo Redirected Walking (MCRDW), a gain selection algorithm for redirected walking. MCRDW applies the Monte-Carlo method to redirected walking by simulating a large number of simple virtual walks, then inversely applying redirection to the virtual paths. Different gain levels and directions are applied, producing differing physical paths. Each physical path is scored and the results used to select the best gain level and direction. We provide a simple example implementation and a simulation-based study for validation. In our study, when compared with the next best technique, MCRDW reduced incidence of boundary collisions by over 50% while reducing total rotation and position gain
LoCoMoTe – a framework for classification of natural locomotion in VR by task, technique and modality
Virtual reality (VR) research has provided overviews of locomotion techniques, how they work, their strengths and overall user experience. Considerable research has investigated new methodologies, particularly machine learning to develop redirection algorithms. To best support the development of redirection algorithms through machine learning, we must understand how best to replicate human navigation and behaviour in VR, which can be supported by the accumulation of results produced through live-user experiments. However, it can be difficult to identify, select and compare relevant research without a pre-existing framework in an ever-growing research field. Therefore, this work aimed to facilitate the ongoing structuring and comparison of the VR-based natural walking literature by providing a standardised framework for researchers to utilise. We applied thematic analysis to study methodology descriptions from 140 VR-based papers that contained live-user experiments. From this analysis, we developed the LoCoMoTe framework with three themes: navigational decisions, technique implementation, and modalities. The LoCoMoTe framework provides a standardised approach to structuring and comparing experimental conditions. The framework should be continually updated to categorise and systematise knowledge and aid in identifying research gaps and discussions
Real walking in virtual environments for factory planning and evaluation
Nowadays, buildings or production facilities are designed using specialized design software and building information modeling tools help to evaluate the resulting virtual mock-up. However, with current, primarily desktop based tools it is hard to evaluate human factors of such a design, for instance spatial constraints for workforces. This paper presents a new tool for factory planning and evaluation based on virtual reality that allows designers, planning experts, and workforces to walk naturally and freely within a virtual factory. Therefore, designs can be checked as if they were real before anything is built.ISSN:2212-827
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
Locomotion in virtual reality in full space environments
Virtual Reality is a technology that allows the user
to explore and interact with a virtual environment in
real time as if they were there. It is used in various
fields such as entertainment, education, and medicine
due to its immersion and ability to represent reality.
Still, there are problems such as virtual simulation
sickness and lack of realism that make this technology
less appealing. Locomotion in virtual environments is
one of the main factors responsible for an immersive and
enjoyable virtual reality experience. Several methods
of locomotion have been proposed, however, these
have flaws that end up negatively influencing the
experience. This study compares natural locomotion in
complete spaces with joystick locomotion and natural
locomotion in impossible spaces through three tests
in order to identify the best locomotion method in
terms of immersion, realism, usability, spatial knowledge
acquisition and level of virtual simulation sickness. The
results show that natural locomotion is the method
that most positively influences the experience when
compared to the other locomotion methods.A Realidade Virual é uma tecnologia que permite
ao utilizador explorar e interagir com um ambiente
virtual em tempo real como se lá estivesse presente.
E utilizada em diversas áreas como o entretenimento, educação e medicina devido à sua imersão e capacidade
de representar a realidade. Ainda assim, existem
problemas como o enjoo por simulação virtual e a
falta de realismo que tornam esta tecnologia menos
apelativa. A locomoção em ambientes virtuais é um dos
principais fatores responsáveis por uma experiência em
realidade virtual imersiva e agradável. Vários métodos
de locomoção foram propostos, no entanto, estes têm
falhas que acabam por influenciar negativamente a
experiência. Este estudo compara a locomoção natural
em espaços completos com a locomoção por joystick e
a locomoção natural em espaços impossíveis através de
três testes de forma a identificar qual o melhor método
de locomoção a nível de imersão, realismo, usabilidade,
aquisição de conhecimento espacial e nível de enjoo
por simulação virtual. Os resultados mostram que
a locomoção natural é o método que mais influencia
positivamente a experiência quando comparado com os
outros métodos de locomoção
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