Redirected walking for exploration of unknown environments

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2024-01-08 DOI:10.3389/frvir.2023.1259816
Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz
{"title":"Redirected walking for exploration of unknown environments","authors":"Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz","doi":"10.3389/frvir.2023.1259816","DOIUrl":null,"url":null,"abstract":"Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":3.2000,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in virtual reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/frvir.2023.1259816","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
探索未知环境的定向行走
真实行走是探索虚拟环境(VE)最自然的运动方式,可增强虚拟现实(VR)的沉浸感。重定向行走(RDW)通过巧妙地操纵虚拟环境和现实环境之间的映射,可在大型虚拟环境的有限跟踪空间内实现真实行走。然而,RDW 的有效性在很大程度上受到手动定义的物理跟踪空间的凸形和大小的影响,进而影响用户的沉浸式体验。为了提高性能,一种策略是将移动机器人探索方法与 RDW 相结合。这将扩大可用的跟踪空间,促进动态环境和快速探索。为此,我们对 RDW 算法的 Unity 框架进行了改编,以促进这种探索的模拟。我们利用人工创建的非凸可探索跟踪空间和预先录制的路径元素进行了模拟,模拟了两个经过改编的 RDW 人工势场 (APF) 概念。应用了三种概念化模式:排斥式人工势场、探索式人工势场和带有距离阈值的探索式人工势场。此外,一个 APF 还扩展了基于前沿的探索方法,该方法利用了用户位置与目标前沿之间的路径。分析表明,探索和沉浸感之间存在着明显的权衡。APF 与基于前沿的探索技术相结合,显示出最快的探索速度,但重置之间的距离却最小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
期刊最新文献
Experiential disparities in social VR: uncovering power dynamics and inequality Predictive multiuser redirected walking using artificial potential fields Synergy and medial effects of multimodal cueing with auditory and electrostatic force stimuli on visual field guidance in 360° VR Virtual reality training for intraoperative imaging in orthopaedic surgery: an overview of current progress and future direction Editorial: Virtual agents in virtual reality: design and implications for VR users
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1