Disguising rotational gain for redirected walking in virtual reality: Effect of visual density

In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less in the...

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Published inProceedings of the Workshop on Future Trends of Distributed Computing Systems pp. 259 - 260
Main Authors Paludan, Anders, Elbaek, Jacob, Mortensen, Mathias, Zobbe, Morten, Nilsson, Niels Christian, Nordahl, Rolf, Reng, Lars, Serafin, Stefania
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.03.2016
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ISSN2375-5334
DOI10.1109/VR.2016.7504752

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Summary:In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less in the virtual world than in the physical world; this technique is referred to as rotational gain. Experiments conducted by Frank Steinicke et al. [7] sought to uncover users' ability to detect the usage of rotational gain. This paper seeks to further investigate this area, examining the effect of visual density in the VE. Testing visual density using 0, 4 and 16 objects did not seem to reveal the point at which the test participants become noticeably affected.
ISSN:2375-5334
DOI:10.1109/VR.2016.7504752