scholarly journals Simultaneous mapping and redirected walking for ad hoc free walking in virtual environments

Author(s):  
Thomas Nescher ◽  
Markus Zank ◽  
Andreas Kunz
2007 ◽  
Vol 16 (4) ◽  
pp. 439-446 ◽  
Author(s):  
Henry J. Gardner ◽  
Michael A. Martin

Likert scaled data, which are frequently collected in studies of interaction in virtual environments, demand specialized statistical tools for analysis. The routine use of statistical methods appropriate for continuous data in this context can lead to significant inferential flaws. Likert scaled data are ordinal rather than interval scaled and need to be analyzed using rank based statistical procedures that are widely available. Likert scores are “lumpy” in the sense that they cluster around a small number of fixed values. This lumpiness is made worse by the tendency for subjects to cluster towards either the middle or the extremes of the scale. We suggest an ad hoc method to deal with such data which can involve a further lumping of the results followed by the application of nonparametric statistics. Averaging Likert scores over several different survey questions, which is sometimes done in studies of interaction in virtual environments, results in a different sort of lumpiness. The lumped variables which are obtained in this manner can be quite murky and should be used with great caution, if at all, particularly if the number of questions over which such averaging is carried out is small.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


Sign in / Sign up

Export Citation Format

Share Document