Jieun Lee, Seokhyun Hwang, Aya Ataya, SeungJun Kim
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In this study, to change the curvature DT range and enhance RDW performance, we proposed an optical flow (OF)-generating vection in a virtual environment. Further, we investigate methods to reduce user discomfort and increase RDW efficiency considering familiar and unfamiliar VR users. The findings showed that the introduction of OF led to a reduction in the DT range for all users, irrespective of the OF’s direction. However, conditions with OF resulted in an extended DT range for users familiar with VR while concurrently diminishing the DT range for those who were VR unfamiliar. To delve further, our analysis indicated that when both the OF and redirecting directions were identical, the RDW performance was robust to VR familiarity, whereas in opposing directions, the DT range increased for VR-familiar users. Our study findings suggested using OF for the RDW technique and extending its applicability in virtual environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":5.0000,"publicationDate":"2024-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking\",\"authors\":\"Jieun Lee, Seokhyun Hwang, Aya Ataya, SeungJun Kim\",\"doi\":\"10.1007/s10055-023-00935-4\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Virtual reality (VR) locomotion should allow users to move freely in the virtual space while staying within the tracking area in the real space. The redirected walking (RDW) technique enables users to walk naturally in an unlimited virtual space within a limited tracking area by rotating the virtual scene view. However, conflicting visual and vestibular signals during RDW can lead to user discomfort and decreased immersion. To avoid user discomfort, an RDW gain should be within the detection threshold (DT) range. However, a large angle of walking redirection is required when physically avoiding obstacles or escaping from a narrow space, so DT expansion is necessary. In this study, to change the curvature DT range and enhance RDW performance, we proposed an optical flow (OF)-generating vection in a virtual environment. Further, we investigate methods to reduce user discomfort and increase RDW efficiency considering familiar and unfamiliar VR users. The findings showed that the introduction of OF led to a reduction in the DT range for all users, irrespective of the OF’s direction. However, conditions with OF resulted in an extended DT range for users familiar with VR while concurrently diminishing the DT range for those who were VR unfamiliar. To delve further, our analysis indicated that when both the OF and redirecting directions were identical, the RDW performance was robust to VR familiarity, whereas in opposing directions, the DT range increased for VR-familiar users. Our study findings suggested using OF for the RDW technique and extending its applicability in virtual environments.</p>\",\"PeriodicalId\":23727,\"journal\":{\"name\":\"Virtual Reality\",\"volume\":\"1 1\",\"pages\":\"\"},\"PeriodicalIF\":5.0000,\"publicationDate\":\"2024-01-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Virtual Reality\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1007/s10055-023-00935-4\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1007/s10055-023-00935-4","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
Effect of optical flow and user VR familiarity on curvature gain thresholds for redirected walking
Virtual reality (VR) locomotion should allow users to move freely in the virtual space while staying within the tracking area in the real space. The redirected walking (RDW) technique enables users to walk naturally in an unlimited virtual space within a limited tracking area by rotating the virtual scene view. However, conflicting visual and vestibular signals during RDW can lead to user discomfort and decreased immersion. To avoid user discomfort, an RDW gain should be within the detection threshold (DT) range. However, a large angle of walking redirection is required when physically avoiding obstacles or escaping from a narrow space, so DT expansion is necessary. In this study, to change the curvature DT range and enhance RDW performance, we proposed an optical flow (OF)-generating vection in a virtual environment. Further, we investigate methods to reduce user discomfort and increase RDW efficiency considering familiar and unfamiliar VR users. The findings showed that the introduction of OF led to a reduction in the DT range for all users, irrespective of the OF’s direction. However, conditions with OF resulted in an extended DT range for users familiar with VR while concurrently diminishing the DT range for those who were VR unfamiliar. To delve further, our analysis indicated that when both the OF and redirecting directions were identical, the RDW performance was robust to VR familiarity, whereas in opposing directions, the DT range increased for VR-familiar users. Our study findings suggested using OF for the RDW technique and extending its applicability in virtual environments.
期刊介绍:
The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to:
Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications
Development and evaluation of systems, tools, techniques and software that advance the field, including:
Display technologies, including Head Mounted Displays, simulators and immersive displays
Haptic technologies, including novel devices, interaction and rendering
Interaction management, including gesture control, eye gaze, biosensors and wearables
Tracking technologies
VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling.
Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence
Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems
Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.