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dc.contributor.authorBruder, Gerden_US
dc.contributor.authorSteinicke, Franken_US
dc.contributor.authorHinrichs, Klausen_US
dc.contributor.authorLappe, Markusen_US
dc.contributor.editorMichitaka Hirose and Dieter Schmalstieg and Chadwick A. Wingrave and Kunihiro Nishimuraen_US
dc.date.accessioned2014-01-27T11:08:37Z
dc.date.available2014-01-27T11:08:37Z
dc.date.issued2009en_US
dc.identifier.isbn978-3-905674-20-0en_US
dc.identifier.issn1727-530Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGVE/JVRC09/145-152en_US
dc.description.abstractImmersive virtual environment (IVE) systems allow users to control their virtual viewpoint by moving their tracked head and by walking through the real world, but usually the virtual space which can be explored by walking is restricted to the size of the tracked space of the laboratory. However, as the user approaches an edge of the tracked walking area, reorientation techniques can be applied to imperceptibly turn the user by manipulating the mapping between real-world body turns and virtual camera rotations. With such reorientation techniques, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments we have quantified how much users can unknowingly be reoriented during body turns. We tested 18 subjects in two different experiments. First, in a just-noticeable difference test subjects had to perform two successive body turns between which they had to discriminate. In the second experiment subjects performed body turns that were mapped to different virtual camera rotations. Subjects had to estimate whether the visually perceived rotation was slower or faster than the physical rotation. Our results show that the detection thresholds for reorientation as well as the point of subjective equality between real movement and visual stimuli depend on the virtual rotation angle.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): H.5.1 [INFORMATION INTERFACES AND PRESENTAION]: Multimedia Information Systems - Artificial, augmented, and virtual realities I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual realityen_US
dc.titleReorientation during Body Turnsen_US
dc.description.seriesinformationJoint Virtual Reality Conference of EGVE - ICAT - EuroVRen_US


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