Redirected Walking Strategies in Irregularly Shaped and Dynamic Physical Environments (bibtex)
by Chen, Haiwei, Chen, Samantha and Rosenberg, Evan Suma
Abstract:
Redirected walking (RDW) is a Virtual Reality (VR) locomotion technique that enables the exploration of a large virtual environment (VE) within a small physical space via real walking. Thus far, the physical environment has generally been assumed to be rectangular, static, and free of obstacles. However, it is unlikely that real-world locations that may be used for VR fulfill these constraints. In addition, accounting for a dynamically changing physical environment allows RDWalgorithms to accommodate gradually mapped physical environments and moving objects. In this work, we introduce novel approaches that adapt RDWalgorithms to support irregularly shaped and dynamic physical environments. Our methods are divided into three categories: novel RDW Greedy Algorithms that provide a generalized approach for any VE, adapted RDW Planning Algorithms that provide an optimized solution when virtual path prediction is available, and last but not least, techniques for representing irregularly shaped and dynamic physical environments that can improve performance of RDW algorithms.
Reference:
Redirected Walking Strategies in Irregularly Shaped and Dynamic Physical Environments (Chen, Haiwei, Chen, Samantha and Rosenberg, Evan Suma), In Proceedings of the IEEE VR 2018, the 25th IEEE Conference on Virtual Reality and 3D User Interfaces, IEEE, 2018.
Bibtex Entry:
@inproceedings{chen_redirected_2018,
	address = {Reutlingen, Germany},
	title = {Redirected {Walking} {Strategies} in {Irregularly} {Shaped} and {Dynamic} {Physical} {Environments}},
	url = {http://wevr.adalsimeone.me/2018/WEVR2018_Chen.pdf},
	abstract = {Redirected walking (RDW) is a Virtual Reality (VR) locomotion technique that enables the exploration of a large virtual environment (VE) within a small physical space via real walking. Thus far, the physical environment has generally been assumed to be rectangular, static, and free of obstacles. However, it is unlikely that real-world locations that may be used for VR fulfill these constraints. In addition, accounting for a dynamically changing physical environment allows RDWalgorithms to accommodate gradually mapped physical environments and moving objects. In this work, we introduce novel approaches that adapt RDWalgorithms to support irregularly shaped and dynamic physical environments. Our methods are divided into three categories: novel RDW Greedy Algorithms that provide a generalized approach for any VE, adapted RDW Planning Algorithms that provide an optimized solution when virtual path prediction is available, and last but not least, techniques for representing irregularly shaped and dynamic physical environments that can improve performance of RDW algorithms.},
	booktitle = {Proceedings of the {IEEE} {VR} 2018, the 25th {IEEE} {Conference} on {Virtual} {Reality} and {3D} {User} {Interfaces}},
	publisher = {IEEE},
	author = {Chen, Haiwei and Chen, Samantha and Rosenberg, Evan Suma},
	month = mar,
	year = {2018},
	keywords = {Graphics, MxR}
}
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