Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR

Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR
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DOI:
10.1109/tvcg.2017.2657220
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发表时间:
2017-04
影响因子:
5.2
通讯作者:
E. Langbehn;Paul Lubos;G. Bruder;Frank Steinicke
E. Langbehn;Paul Lubos;G. Bruder;Frank Steinicke
中科院分区:
计算机科学1区
文献类型:
--
作者:
E. Langbehn;Paul Lubos;G. Bruder;Frank Steinicke

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重定向行走(RDW)的承诺,允许近自然的行走在一个无限大的虚拟环境(VE)通过微妙的操纵的虚拟摄像机。以前的实验分析了人类对RDW操纵的敏感性,重点放在最坏的情况下,用户在VE中笔直向前走,而他们在真实的世界中被重定向到圆形路径上。结果表明,对于不可检测的RDW,需要至少22米的物理半径。然而,用户并不总是在VE中笔直行走。到目前为止,还没有研究在用户走虚拟弯曲路径而不是直线路径的情况下,物理路径可以弯曲多少。例如,当用户在虚拟路径上行走、穿过弯曲的走廊时,或者当围绕障碍物盘旋时,经常可以观察到这种弯曲的行走路径。在这种情况下的问题是不是,是否可以弯曲的物理路径,但有多少弯曲的物理路径可能会有所不同,从弯曲的虚拟path.In这篇文章中,我们分析了这个问题,并通过弯曲增益,描述弯曲路径之间的差异,在真实的和虚拟环境的重定向。此外,我们报告的心理物理实验中,我们分析了人类对这些收益的敏感性。结果显示,比直接步行更宽的检测阈值。基于我们的研究结果,我们讨论了弯曲行走的潜力,并提出了第一种方法来利用弯曲路径,即使在房间规模的VR中也可以提供无法检测的RDW操作。
Redirected walking (RDW) promises to allow near-natural walking in an infinitely large virtual environment (VE) by subtle manipulations of the virtual camera. Previous experiments analyzed the human sensitivity to RDW manipulations by focusing on the worst-case scenario, in which users walk perfectly straight ahead in the VE, whereas they are redirected on a circular path in the real world. The results showed that a physical radius of at least 22 meters is required for undetectable RDW. However, users do not always walk exactly straight in a VE. So far, it has not been investigated how much a physical path can be bent in situations in which users walk a virtual curved path instead of a straight one. Such curved walking paths can be often observed, for example, when users walk on virtual trails, through bent corridors, or when circling around obstacles. In such situations the question is not, whether or not the physical path can be bent, but how much the bending of the physical path may vary from the bending of the virtual path. In this article, we analyze this question and present redirection by means of bending gains that describe the discrepancy between the bending of curved paths in the real and virtual environment. Furthermore, we report the psychophysical experiments in which we analyzed the human sensitivity to these gains. The results reveal encouragingly wider detection thresholds than for straightforward walking. Based on our findings, we discuss the potential of curved walking and present a first approach to leverage bent paths in a way that can provide undetectable RDW manipulations even in room-scale VR.