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Making Small Spaces Feel Large: Self-Motion Perception, Redirection and Illusions

. University of Münster, Germany, (2011)

Abstract

Immersive virtual reality (VR) provides the unique potential for humans to experience computer-generated virtual environments from an egocentric perspective. Tremendous advances have been achieved in the field of VR over the past decades, while in two key areas technologies and techniques are still far from being able to provide users with a compelling and convincing experience: natural perception and natural interaction. Perception in virtual environments is usually found to differ from the real world in spatial estimates, which can be attributed to hardware and software limitations, such as latency and tracking inaccuracies, as well as sensory conflict situations that arise from a duality of movement cues from the real and virtual world. Conversely, interaction in virtual environments is often impaired due to a confined workspace in the real world, which limits the ability of users to explore a virtual world by the most basic and natural form of exploration: real walking. The contributions of this thesis include methods to reduce misperception effects by accurate calibration and perceptual evaluation of geometric fields of view and binocular arrangement of head-mounted display optics in the visual rendering process. Moreover, the mathematics behind the mapping from real to virtual motions of a user in VR environments are described, as well as nonisometric mappings, which can introduce controllable user-centric manipulations, and shift percepts in the highly developed sensory conflict handling structures in the human brain. Considering the different possibilities for introducing manipulations, and recent advances in the field, the thesis provides a taxonomy of goal-oriented manipulations, i.e., redirection techniques, which provides a classification of the state of the art in software-based approaches to allow unrestricted real walking in virtual environments, as well as general concepts that can optimize the efficiency of redirection. In particular, the thesis evaluates the two main footholds of redirection, i.e., angular and linear motion manipulations, and provides guidelines for the application of undetectable manipulations. Moreover, a new class of redirection techniques is introduced via leveraging visual illusions for controllable stimulation of optic flow motion detectors, which not only have the potential to "correct" linear motion misperception, but also enhance the applicability of traditional manipulation approaches. Finally, two sophisticated user interfaces are presented, which show that redirection can be leveraged for application domains to provide user interface characteristics that are not feasible via traditional VR interaction concepts.

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