Abstract

Real-walking techniques such as redirected walking can provide users with a highly immersive presence in virtual environments. However, different space sizes or boundary shapes of virtual and real spaces limit the performance of real-walking techniques. This article proposes a novel redirected walking method supporting users continuously navigating in various large virtual spaces by real-walking in small real spaces. Herein, we present a Voronoi-based method to generate paths called the skeleton graph consisting of navigable paths and way-points. To map the skeleton graph of the virtual space to the real space, we propose a static graph mapping method adopting relocation and curvature adjustment. Additionally, a global optimization with boundary constraints is applied to minimize the total curvature of all paths, resulting in the complete convergence of the mapped paths in real space. By applying both virtual and mapped skeleton graphs in the roaming, our method provides users with a continuous walking experience without any interruptions. The experimental results show that unlike the existing methods that are only effective for specific virtual spaces, our method enables effective real-walking roaming in various large virtual spaces, that have polygon-shaped floor plans, and successfully reduces the number of collisions and perceptual distortion in the virtual scenes.

Highlights

  • With the rapid development of virtual reality (VR) in both hardware and software, users can freely navigate through virtual spaces

  • The main contributions of this paper include the following: (1) We propose a novel redirected walking method that allows users to navigate in various large virtual spaces by real walking in small real spaces

  • This method is suitable in many different virtual spaces that are satisfied simple polygonal shapes; (2) A static graph mapping method using global optimization is proposed to map all of the way-points and paths of the skeleton graph from the virtual space to the real space by relocation and appropriate curvature adjustment. It provides users with a continuous walking experience, making the navigation very smooth; (3) To increase robustness and usability, our method extends all of the way-points and paths of the skeleton graphs in both virtual and real spaces

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Summary

Introduction

With the rapid development of virtual reality (VR) in both hardware and software, users can freely navigate through virtual spaces. [3], [4] allow users to physically walk in a well-designed virtual space that shares the same size and shape as the real space. Real-walking requires sufficiently large real spaces, that almost always have different (usually smaller) sizes and shapes from the corresponding virtual spaces. Proper mapping between the two spaces is necessary to offer a believable presence in the virtual space and feasible navigation in the real space. Solving this problem remains an important issue in VR navigation

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