Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks

E. Langbehn, G. Bruder, Frank Steinicke
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引用次数: 21

Abstract

Locomotion in Immersive Virtual Environments (IVEs) is one of the most basic interactions, while human walking is the most natural user-interface for this. Obviously, this technique is limited by the available physical space. Redirected Walking (RDW) wants to overcome this issue by subliminal redirection of the user inside the physical space. Traditional RDW algorithms need a circle with a radius of 22m to allow the user the exploration of an infinite virtual world. Because this is still too large to fit in a room-scale setup, we have to optimize detection thresholds and algorithms. Bolte et al. already examined reorientation and repositioning during saccades and showed that a subtle manipulation is possible. In this poster we describe how we investigated reorientation and repositioning of the user in the virtual world during eye blinks. Furthermore, we present an experimental setup for evaluating detection thresholds of reorientation and repositioning during eye blinks. And we indicate first impressions of the perception and the usability.
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眨眼过程中虚拟现实的阈下重新定向和重新定位
沉浸式虚拟环境(IVEs)中的运动是最基本的交互之一,而人类行走是最自然的用户界面。显然,这种技术受到可用物理空间的限制。重定向行走(RDW)希望通过在物理空间内对用户进行潜意识重定向来克服这个问题。传统的RDW算法需要一个半径为22m的圆,才能让用户探索无限的虚拟世界。因为这仍然太大,无法适应房间规模的设置,我们必须优化检测阈值和算法。Bolte等人已经研究了扫视过程中的重新定向和重新定位,并表明可能存在微妙的操纵。在这张海报中,我们描述了我们如何调查用户在虚拟世界中眨眼时的重新定向和重新定位。此外,我们提出了一种评估眨眼过程中重新定向和重新定位检测阈值的实验设置。我们指出了感知和可用性的第一印象。
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