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  Velocity-Dependent Dynamic Curvature Gain for Redirected Walking

Neth, C., Souman, J., Engel, D., Kloos U, Bülthoff, H., & Mohler, B. (2011). Velocity-Dependent Dynamic Curvature Gain for Redirected Walking. In IEEE Virtual Reality Conference (VR 2011) (pp. 151-158). Piscataway, NJ, USA: IEEE.

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 Creators:
Neth, C1, Author           
Souman, JL1, 2, Author           
Engel, D1, Author           
Kloos U, Bülthoff, HH1, Author           
Mohler, BJ1, Author           
Hirose, Editor
M., Editor
Lok, B., Editor
Majumder, A., Editor
Schmalstieg, D., Editor
Affiliations:
1Department Human Perception, Cognition and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497797              
2Research Group Multisensory Perception and Action, Max Planck Institute for Biological Cybernetics, Max Planck Society, ou_1497806              

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 Abstract: 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.

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 Dates: 2011-03
 Publication Status: Issued
 Pages: -
 Publishing info: -
 Table of Contents: -
 Rev. Type: -
 Identifiers: ISBN: 978-1-4577-0039-2
URI: http://conferences.computer.org/vr/2011/
DOI: 10.1109/VR.2011.5759454
BibTex Citekey: NethSEKBM2011
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Title: IEEE Virtual Reality Conference (VR 2011)
Place of Event: Singapore
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Title: IEEE Virtual Reality Conference (VR 2011)
Source Genre: Proceedings
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Publ. Info: Piscataway, NJ, USA : IEEE
Pages: - Volume / Issue: - Sequence Number: - Start / End Page: 151 - 158 Identifier: -