Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality

The proliferation of virtual reality (VR) interaction in the wake of the Metaverse trend will place an increasing number of applications and services into virtual environments (VEs). Over the recent years, interactions with the VE have been studied intensely, but very frequently, such interactions a...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Kjenstad, Emil Magnar, Ringsby, Halvor Kristian, Gaeb, Rahel Jamal, Erdem, Çağri, Kousias, Konstantinos, Alay, Ozgu, Griwodz, Carsten
Format: Buch
Sprache:nor
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
creator Kjenstad, Emil Magnar
Ringsby, Halvor Kristian
Gaeb, Rahel Jamal
Erdem, Çağri
Kousias, Konstantinos
Alay, Ozgu
Griwodz, Carsten
description The proliferation of virtual reality (VR) interaction in the wake of the Metaverse trend will place an increasing number of applications and services into virtual environments (VEs). Over the recent years, interactions with the VE have been studied intensely, but very frequently, such interactions are focused on stationary users or users who leverage specialized contraptions to act in the VE (e.g., omni-directional treadmills). The free movement in the VE tends to be achieved by controller input, which creates a huge hurdle to enter and act in it in a natural manner. The target of this study is the translation of the natural walking motion from the real environment (RE) into the VE. In particular, we aim to explore to which extent redirected walking (RW) is achievable without being noticed by the users. Towards this goal, we test two RW methods, i.e., rotation gain and curvature gain. According to the responses of the participants in our study, we find that there is a statistically significant difference with 90% confidence between the levels of gains for rotation gain. On the other hand, levels of gains for curvature gain are not noticeable (i.e., no statistically significant difference is observed).
format Book
fullrecord <record><control><sourceid>cristin_3HK</sourceid><recordid>TN_cdi_cristin_nora_10852_109569</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>10852_109569</sourcerecordid><originalsourceid>FETCH-cristin_nora_10852_1095693</originalsourceid><addsrcrecordid>eNqNiz0KwkAQRtNYiHqHuYDgDxFTh6j1IlqGYXcig8usTGZFb-8KHsDmfcX73rRy3etByiSe5QYuGRonAZQAbdYnWlaCI7LAkBQcBVbyRgGuGO_fpJgLq2WMxWJke8-ryYBxpMVvZxUcunN7Wnrl0Vh6SYr9erWvN4VNvWu2f1w-h343GA</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>book</recordtype></control><display><type>book</type><title>Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality</title><source>NORA - Norwegian Open Research Archives</source><creator>Kjenstad, Emil Magnar ; Ringsby, Halvor Kristian ; Gaeb, Rahel Jamal ; Erdem, Çağri ; Kousias, Konstantinos ; Alay, Ozgu ; Griwodz, Carsten</creator><creatorcontrib>Kjenstad, Emil Magnar ; Ringsby, Halvor Kristian ; Gaeb, Rahel Jamal ; Erdem, Çağri ; Kousias, Konstantinos ; Alay, Ozgu ; Griwodz, Carsten</creatorcontrib><description>The proliferation of virtual reality (VR) interaction in the wake of the Metaverse trend will place an increasing number of applications and services into virtual environments (VEs). Over the recent years, interactions with the VE have been studied intensely, but very frequently, such interactions are focused on stationary users or users who leverage specialized contraptions to act in the VE (e.g., omni-directional treadmills). The free movement in the VE tends to be achieved by controller input, which creates a huge hurdle to enter and act in it in a natural manner. The target of this study is the translation of the natural walking motion from the real environment (RE) into the VE. In particular, we aim to explore to which extent redirected walking (RW) is achievable without being noticed by the users. Towards this goal, we test two RW methods, i.e., rotation gain and curvature gain. According to the responses of the participants in our study, we find that there is a statistically significant difference with 90% confidence between the levels of gains for rotation gain. On the other hand, levels of gains for curvature gain are not noticeable (i.e., no statistically significant difference is observed).</description><language>nor</language><publisher>ACM Publications</publisher><creationdate>2023</creationdate><rights>info:eu-repo/semantics/openAccess</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>230,307,776,881,4033,26546</link.rule.ids><linktorsrc>$$Uhttp://hdl.handle.net/10852/109569$$EView_record_in_NORA$$FView_record_in_$$GNORA$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Kjenstad, Emil Magnar</creatorcontrib><creatorcontrib>Ringsby, Halvor Kristian</creatorcontrib><creatorcontrib>Gaeb, Rahel Jamal</creatorcontrib><creatorcontrib>Erdem, Çağri</creatorcontrib><creatorcontrib>Kousias, Konstantinos</creatorcontrib><creatorcontrib>Alay, Ozgu</creatorcontrib><creatorcontrib>Griwodz, Carsten</creatorcontrib><title>Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality</title><description>The proliferation of virtual reality (VR) interaction in the wake of the Metaverse trend will place an increasing number of applications and services into virtual environments (VEs). Over the recent years, interactions with the VE have been studied intensely, but very frequently, such interactions are focused on stationary users or users who leverage specialized contraptions to act in the VE (e.g., omni-directional treadmills). The free movement in the VE tends to be achieved by controller input, which creates a huge hurdle to enter and act in it in a natural manner. The target of this study is the translation of the natural walking motion from the real environment (RE) into the VE. In particular, we aim to explore to which extent redirected walking (RW) is achievable without being noticed by the users. Towards this goal, we test two RW methods, i.e., rotation gain and curvature gain. According to the responses of the participants in our study, we find that there is a statistically significant difference with 90% confidence between the levels of gains for rotation gain. On the other hand, levels of gains for curvature gain are not noticeable (i.e., no statistically significant difference is observed).</description><fulltext>true</fulltext><rsrctype>book</rsrctype><creationdate>2023</creationdate><recordtype>book</recordtype><sourceid>3HK</sourceid><recordid>eNqNiz0KwkAQRtNYiHqHuYDgDxFTh6j1IlqGYXcig8usTGZFb-8KHsDmfcX73rRy3etByiSe5QYuGRonAZQAbdYnWlaCI7LAkBQcBVbyRgGuGO_fpJgLq2WMxWJke8-ryYBxpMVvZxUcunN7Wnrl0Vh6SYr9erWvN4VNvWu2f1w-h343GA</recordid><startdate>2023</startdate><enddate>2023</enddate><creator>Kjenstad, Emil Magnar</creator><creator>Ringsby, Halvor Kristian</creator><creator>Gaeb, Rahel Jamal</creator><creator>Erdem, Çağri</creator><creator>Kousias, Konstantinos</creator><creator>Alay, Ozgu</creator><creator>Griwodz, Carsten</creator><general>ACM Publications</general><scope>3HK</scope></search><sort><creationdate>2023</creationdate><title>Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality</title><author>Kjenstad, Emil Magnar ; Ringsby, Halvor Kristian ; Gaeb, Rahel Jamal ; Erdem, Çağri ; Kousias, Konstantinos ; Alay, Ozgu ; Griwodz, Carsten</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-cristin_nora_10852_1095693</frbrgroupid><rsrctype>books</rsrctype><prefilter>books</prefilter><language>nor</language><creationdate>2023</creationdate><toplevel>online_resources</toplevel><creatorcontrib>Kjenstad, Emil Magnar</creatorcontrib><creatorcontrib>Ringsby, Halvor Kristian</creatorcontrib><creatorcontrib>Gaeb, Rahel Jamal</creatorcontrib><creatorcontrib>Erdem, Çağri</creatorcontrib><creatorcontrib>Kousias, Konstantinos</creatorcontrib><creatorcontrib>Alay, Ozgu</creatorcontrib><creatorcontrib>Griwodz, Carsten</creatorcontrib><collection>NORA - Norwegian Open Research Archives</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Kjenstad, Emil Magnar</au><au>Ringsby, Halvor Kristian</au><au>Gaeb, Rahel Jamal</au><au>Erdem, Çağri</au><au>Kousias, Konstantinos</au><au>Alay, Ozgu</au><au>Griwodz, Carsten</au><format>book</format><genre>book</genre><ristype>BOOK</ristype><btitle>Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality</btitle><date>2023</date><risdate>2023</risdate><abstract>The proliferation of virtual reality (VR) interaction in the wake of the Metaverse trend will place an increasing number of applications and services into virtual environments (VEs). Over the recent years, interactions with the VE have been studied intensely, but very frequently, such interactions are focused on stationary users or users who leverage specialized contraptions to act in the VE (e.g., omni-directional treadmills). The free movement in the VE tends to be achieved by controller input, which creates a huge hurdle to enter and act in it in a natural manner. The target of this study is the translation of the natural walking motion from the real environment (RE) into the VE. In particular, we aim to explore to which extent redirected walking (RW) is achievable without being noticed by the users. Towards this goal, we test two RW methods, i.e., rotation gain and curvature gain. According to the responses of the participants in our study, we find that there is a statistically significant difference with 90% confidence between the levels of gains for rotation gain. On the other hand, levels of gains for curvature gain are not noticeable (i.e., no statistically significant difference is observed).</abstract><pub>ACM Publications</pub><oa>free_for_read</oa></addata></record>
fulltext fulltext_linktorsrc
identifier
ispartof
issn
language nor
recordid cdi_cristin_nora_10852_109569
source NORA - Norwegian Open Research Archives
title Experiencing Rotation and Curvature Gain for Redirected Walking in Virtual Reality
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-24T20%3A44%3A27IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-cristin_3HK&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=book&rft.btitle=Experiencing%20Rotation%20and%20Curvature%20Gain%20for%20Redirected%20Walking%20in%20Virtual%20Reality&rft.au=Kjenstad,%20Emil%20Magnar&rft.date=2023&rft_id=info:doi/&rft_dat=%3Ccristin_3HK%3E10852_109569%3C/cristin_3HK%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true