Natural- and redirected walking in virtual reality: Spatial performance and user experience

Abstract Immersive virtual reality offers a range of unique possibilities. One of these is the realistic exploration of virtual worlds using natural walking. This however becomes difficult when the size of the virtual world exceeds that of the available physical space. Redirected walking in virtual reality presents a novel solution to this problem by typically making its users think to be walking in a straight line while they are in fact walking in a curve, thus allowing them to physically walk long distances in confined physical spaces. Yet, few studies have examined the effects of redirected walking on variables such as spatial memory, navigation and user experience as compared to other immersive and non-immersive locomotion methods. In a maze task we examined 1) redirected- and 2) natural walking in immersive virtual reality conditions, and 3) artificial locomotion on a non-immersive desktop monitor. Walked path lengths became shorter and distance estimates, object location memory and user experience improved using natural walking compared to a monitor condition. However, redirected walking yielded similar performance to natural walking while requiring less physical space, opening up possibilities for more pervasive use of real locomotion in virtual environments.

Authors

Institutions

Publication Details

Journal
Multimedia Tools and Applications
Published
2024-09-30
DOI
https://doi.org/10.1007/s11042-024-19879-1
Citations
3
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
1.12

Funders

Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Natural- and redirected walking in virtual reality: Spatial performance and user experience

Tycho T. de Back, Max M. Louwerse, Angelica M. Tinga
3 citations
Multimedia Tools and Applications
Virtual Reality Applications and Impacts
1.12
article

Natural- and redirected walking in virtual reality: Spatial performance and user experience

Tycho T. de Back, Max M. Louwerse, Angelica M. Tinga
article en
3 citations

Abstract

Abstract Immersive virtual reality offers a range of unique possibilities. One of these is the realistic exploration of virtual worlds using natural walking. This however becomes difficult when the size of the virtual world exceeds that of the available physical space. Redirected walking in virtual reality presents a novel solution to this problem by typically making its users think to be walking in a straight line while they are in fact walking in a curve, thus allowing them to physically walk long distances in confined physical spaces. Yet, few studies have examined the effects of redirected walking on variables such as spatial memory, navigation and user experience as compared to other immersive and non-immersive locomotion methods. In a maze task we examined 1) redirected- and 2) natural walking in immersive virtual reality conditions, and 3) artificial locomotion on a non-immersive desktop monitor. Walked path lengths became shorter and distance estimates, object location memory and user experience improved using natural walking compared to a monitor condition. However, redirected walking yielded similar performance to natural walking while requiring less physical space, opening up possibilities for more pervasive use of real locomotion in virtual environments.

Multimedia Tools and ApplicationsVol. 84(24)
Tilburg University (NL)
European Commission, Ministerie van Economische Zaken, Provincie Noord-Brabant
Openalex Percentile: Top 21%
Virtual Reality Applications and Impacts
1.12
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.