Redirected walking is a virtual reality locomotion technique that enables users to explore a virtual world that is considerably larger than the tracked working space. With this approach the user is redirected through manipulations applied to the displayed scene, causing users to unknowingly compensate for scene motion by repositioning and/or reorienting themselves.
References
- Razzaque, S. Kohn, Z., Whitton, M. (2001) Redirected Walking. Proceedings of Eurographics 2001, pp. 289-294. September 2001, Manchester, UK
- Nilsson, N. C., Peck, T., Bruder, G., Hodgson, E., Serafin, S., Whitton, M., Steinicke, F., & Rosenberg, E. S. (2018). 15 years of research on redirected walking in immersive virtual environments. IEEE computer graphics and applications, 38(2), 44-56
- Zhang, Sarah (August 31, 2015). "You Can't Walk in a Straight Line—And That's Great for VR". Wired. Retrieved July 31, 2016.
- Steinicke F, Bruder G, Jerald J, Frenz H, Lappe M (2010). "Estimation of Detection Thresholds for Redirected Walking Techniques" (PDF). IEEE Trans Vis Comput Graph. 16 (1): 17–27. CiteSeerX 10.1.1.182.5692. doi:10.1109/TVCG.2009.62. PMID 19910658. S2CID 1867356.
This technology-related article is a stub. You can help Misplaced Pages by expanding it. |