A Virtual Reality Perceptual Study of Multi-Technique Redirected Walking Method

Within virtual reality experiences, locomotion methods manage the user’s movement within the virtual environment. The use of natural locomotion, common in virtual reality, can be limited in video games with large scenarios. Thus, video games with gamepad or teleport-based locomotion methods are gaining importance. Redirected walking methods focus on maximizing the exploitation of the real workspace. As the user moves in the real environment, subtle modifications are applied to that movement within the virtual environment. Although the results of the Multi-Technique Redirected Walking (MTRW) method that combines the application of four gain algorithms are promising, a perceptual evaluation with users is needed to determine its suitability. This article presents the perceptual evaluation of the presence and cybersickness factors for the MTRW method, comparing it with a Fully Natural Walking (FNW) method. The presence factor was measured with the Igroup Presence Questionnaire (IPQ), and no significant differences in the overall presence score were detected between the FNW and the MTRW methods. The cybersickness factor was measured using the Simulator Sickness Questionnaire (SSQ) and, this time, significant differences in cybersickness between the two locomotion methods were obtained. The potential increase in cybersickness should be weighed against the benefit of maximizing workspace utilization.

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Publication Details

Journal
IEEE Transactions on Emerging Topics in Computing
Published
2024-10-09
DOI
https://doi.org/10.1109/tetc.2024.3471249
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

A Virtual Reality Perceptual Study of Multi-Technique Redirected Walking Method

Alberto Sánchez, Laura Raya, Jesús Mayor, Sofía Bayona
IEEE Transactions on Emerging Topics in Computing
Virtual Reality Applications and Impacts
article

A Virtual Reality Perceptual Study of Multi-Technique Redirected Walking Method

Alberto Sánchez, Laura Raya, Jesús Mayor, Sofía Bayona
article en

Abstract

Within virtual reality experiences, locomotion methods manage the user’s movement within the virtual environment. The use of natural locomotion, common in virtual reality, can be limited in video games with large scenarios. Thus, video games with gamepad or teleport-based locomotion methods are gaining importance. Redirected walking methods focus on maximizing the exploitation of the real workspace. As the user moves in the real environment, subtle modifications are applied to that movement within the virtual environment. Although the results of the Multi-Technique Redirected Walking (MTRW) method that combines the application of four gain algorithms are promising, a perceptual evaluation with users is needed to determine its suitability. This article presents the perceptual evaluation of the presence and cybersickness factors for the MTRW method, comparing it with a Fully Natural Walking (FNW) method. The presence factor was measured with the Igroup Presence Questionnaire (IPQ), and no significant differences in the overall presence score were detected between the FNW and the MTRW methods. The cybersickness factor was measured using the Simulator Sickness Questionnaire (SSQ) and, this time, significant differences in cybersickness between the two locomotion methods were obtained. The potential increase in cybersickness should be weighed against the benefit of maximizing workspace utilization.

IEEE Transactions on Emerging Topics in ComputingVol. 13(3)
Universidad Rey Juan Carlos (ES), Centro Universitario de Tecnología y Arte Digital (ES), Universidad Politécnica de Madrid (ES)
Openalex Percentile: Top 83%
Virtual Reality Applications and Impacts
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A Virtual Reality Perceptual Study of Multi-Technique Redirected Walking Method — Alberto Sánchez, Laura Raya, et al. · IEEE Transactions on Emerging Topics in Computing (2024) | TGRS Research Map | TGRS