Related papers: Inattentional Blindness for Redirected Walking Usi…
We present a new approach for redirected walking in static and dynamic scenes that uses techniques from robot motion planning to compute the redirection gains that steer the user on collision-free paths in the physical space. Our first…
We present a change-blindness based redirected walking algorithm that allows a user to explore on foot a virtual indoor environment consisting of an infinite number of rooms while at the same time ensuring collision-free walking for the…
Modern Redirected Walking (RDW) techniques significantly outperform classical solutions. Nevertheless, they are often limited by their heavy reliance on eye-tracking hardware embedded within the VR headset to reveal redirection…
Redirected walking utilizes gain adjustments within perceptual thresholds to allow natural navigation in large scale virtual environments within confined physical environments. Previous research has found that when users are distracted by…
We present a comprehensive survey of perception-based redirected walking (RDW) techniques in virtual reality (VR), presenting a taxonomy that serves as a framework for understanding and designing RDW algorithms. RDW enables users to explore…
In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at…
In order to serve better VR experiences to users, existing predictive methods of Redirected Walking (RDW) exploit future information to reduce the number of reset occurrences. However, such methods often impose a precondition during…
Recently, virtual reality (VR) technology has been widely used in medical, military, manufacturing, entertainment, and other fields. These applications must simulate different complex material surfaces, various dynamic objects, and complex…
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. Allowing users to move easily in virtual environments is crucial for high-quality experiences in such collaborative VR…
We study the correlations between redirected walking (RDW) rotation gains and patterns in users' posture and gaze data during locomotion in virtual reality (VR). To do this, we conducted a psychophysical experiment to measure users'…
We introduce to VR a novel imperceptible gaze guidance technique from a recent discovery that human gaze can be attracted to a cue that contrasts from the background in its perceptually non-distinctive ocularity, defined as the relative…
The advancement of Virtual Reality (VR) technology is focused on improving its immersiveness, supporting multiuser Virtual Experiences (VEs), and enabling users to move freely within their VEs while remaining confined to specialized VR…
We propose a novel space-rescaling technique for registering dissimilar physical-virtual spaces by utilizing the effects of adjusting physical space with redirected walking. Achieving a seamless immersive Virtual Reality (VR) experience…
Path tracing offers high-fidelity rendering but remains impractical for real-time applications due to slow convergence and noise. We present a dynamic foveated path tracing technique that leverages visual perception by reducing sampling…
Augmented Virtuality integrates physical content into virtual environments, but the occlusion of physical by virtual content is a challenge. This unwanted occlusion may disrupt user interactions with physical devices and compromise safety…
Natural walking enhances immersion in virtual environments (VEs), but physical space limitations and obstacles hinder exploration, especially in large virtual scenes. Redirected Walking (RDW) techniques mitigate this by subtly manipulating…
Most existing locomotion devices that represent the sensation of walking target a user who is actually performing a walking motion. Here, we attempted to represent the walking sensation, especially a kinesthetic sensation and advancing…
Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is…
In this paper, we tackle the challenge of actively attending to visual scenes using a foveated sensor. We introduce an end-to-end differentiable foveated active vision architecture that leverages a graph convolutional network to process…
Foveated graphics is a promising approach to solving the bandwidth challenges of immersive virtual and augmented reality displays by exploiting the falloff in spatial acuity in the periphery of the visual field. However, the perceptual…