Estimation of detection thresholds for redirected walking techniques

IEEE Trans Vis Comput Graph. 2010 Jan-Feb;16(1):17-27. doi: 10.1109/TVCG.2009.62.

Abstract

In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving their tracked head and walking through the real world. Usually, movements in the real world are mapped one-to-one to virtual camera motions. With redirection techniques, the virtual camera is manipulated by applying gains to user motion so that the virtual world moves differently than the real world. Thus, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments with a two-alternative forced-choice task, we have quantified how much humans can unknowingly be redirected on physical paths that are different from the visually perceived paths. We tested 12 subjects in three different experiments: (E1) discrimination between virtual and physical rotations, (E2) discrimination between virtual and physical straightforward movements, and (E3) discrimination of path curvature. In experiment E1, subjects performed rotations with different gains, and then had to choose whether the visually perceived rotation was smaller or greater than the physical rotation. In experiment E2, subjects chose whether the physical walk was shorter or longer than the visually perceived scaled travel distance. In experiment E3, subjects estimate the path curvature when walking a curved path in the real world while the visual display shows a straight path in the virtual world. Our results show that users can be turned physically about 49 percent more or 20 percent less than the perceived virtual rotation, distances can be downscaled by 14 percent and upscaled by 26 percent, and users can be redirected on a circular arc with a radius greater than 22 m while they believe that they are walking straight.

MeSH terms

  • Adult
  • Computer Graphics*
  • Computer Simulation
  • Female
  • Gait / physiology*
  • Humans
  • Imaging, Three-Dimensional / methods*
  • Middle Aged
  • Models, Theoretical
  • Orientation / physiology*
  • Psychomotor Performance / physiology*
  • Sensory Thresholds / physiology
  • User-Computer Interface*
  • Walking / physiology*
  • Young Adult