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沉浸式虚拟环境中重定向行走的15年研究

15 Years of Research on Redirected Walking in Immersive Virtual Environments.

作者信息

Nilsson Niels Christian, Peck Tabitha, Bruder Gerd, Hodgson Eri, Serafin Stefania, Whitton Mary, Steinicke Frank, Rosenberg Evan Suma

出版信息

IEEE Comput Graph Appl. 2018 Mar;38(2):44-56. doi: 10.1109/MCG.2018.111125628.

DOI:10.1109/MCG.2018.111125628
PMID:29672255
Abstract

Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.

摘要

佩戴头戴式显示器的虚拟现实用户可以体验到向任何方向无限行走的错觉,而实际上他们在物理空间中走的是一条曲线轨迹。这是通过向虚拟环境引入不易察觉的旋转来实现的——一种称为重定向行走的技术。本文概述了自15年前重定向行走首次得到实际验证以来所开展的研究。

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15 Years of Research on Redirected Walking in Immersive Virtual Environments.沉浸式虚拟环境中重定向行走的15年研究
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Cognitive Resource Demands of Redirected Walking.转向行走的认知资源需求。
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