Towards Physically Interactive Virtual Environments: Reactive Alignment with Redirected Walking

Author(s):  
Jerald Thomas ◽  
Courtney Hutton Pospick ◽  
Evan Suma Rosenberg
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.


2011 ◽  
Vol 8 (4) ◽  
pp. 1-22 ◽  
Author(s):  
Eric Hodgson ◽  
Eric Bachmann ◽  
David Waller

2018 ◽  
Vol 38 (2) ◽  
pp. 44-56 ◽  
Author(s):  
Niels Christian Nilsson ◽  
Tabitha Peck ◽  
Gerd Bruder ◽  
Eri Hodgson ◽  
Stefania Serafin ◽  
...  

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


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