“Space Walk: A Combination of Subtle, Redirected Walking Techniques Integrated With Gameplay and Narration” by Langbehn and Steinicke – ACM SIGGRAPH HISTORY ARCHIVES

“Space Walk: A Combination of Subtle, Redirected Walking Techniques Integrated With Gameplay and Narration” by Langbehn and Steinicke

  • 2019 ETech Langbehn: SpaceWalk: A Combination of Subtle Redirected Walking Techniques Integrated with Gameplay and Narration

  • 2019 ETech Langbehn: SpaceWalk: A Combination of Subtle Redirected Walking Techniques Integrated with Gameplay and Narration

Conference:


Experience Type(s):


Title:


    Space Walk: A Combination of Subtle, Redirected Walking Techniques Integrated With Gameplay and Narration

Program Title:


    New Technologies Research & Education

Organizer(s)/Presenter(s):



Description:


    We present a VR experience that introduces a combination of Redirected Walking techniques, which are subtly integrated with the gameplay and narration to perfectly fit the environment. Those perceptual tricks allow users to explore a virtual space station of 45 square meters in a room-scale setup by natural walking only.

    Redirected walking (RDW) denotes a collection of techniques for immersive virtual environments (IVEs), in which users are unknowingly guided on paths in the real world that vary from the paths they perceive in the IVE. For this Emerging Technologies exhibit we present a playful virtual reality (VR) experience that introduces a combination of those RDW techniques such as bending gains, rotation gains, and impossible spaces, which are all subtly integrated with the gameplay and narration to perfectly fit the given environment. Those perceptual tricks allow users to explore a virtual space station of 45 m2 in a room-scale setup by natural walking only.

References:


    [1] Mahdi Azmandian, Timofey Grechkin, Mark Bolas, and Evan Suma. 2015. Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance. In Proceedings of International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments (ICAT-EGVE). 93–100.

    [2] E. Langbehn, Paul Lubos, Gerd Bruder, and Frank Steinicke. 2017. Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR. IEEE Transactions on Visualization and Computer Graphics (TVCG) 23, 4 (2017), 1389–1398.

    [3] E. Langbehn and Frank Steinicke. 2018. Redirected Walking in Virtual Reality. Springer International Publishing.

    [4] Keigo Matsumoto, Yuki Ban, Takuji Narumi, Yohei Yanase, Tomohiro Tanikawa, and Michitaka Hirose. 2016. Unlimited Corridor: Redirected Walking Techniques Using Visuo Haptic Interaction. In ACM SIGGRAPH Emerging Technologies. 20.

    [5] Sharif Razzaque. 2005. Redirected Walking. Ph.D. Dissertation.

    [6] Frank Steinicke, Gerd Bruder, Jason Jerald, Harald Fenz, and Markus Lappe. 2010. Estimation of Detection Thresholds for Redirected Walking Techniques. IEEE Transactions on Visualization and Computer Graphics (TVCG) 16, 1 (2010), 17–27.

    [7] Evan A. Suma, Mahdi Azmandian, Timofey Grechkin, Thai Phan, and Mark Bolas. 2015. Making Small Spaces Feel Large: Infinite Walking in Virtual Reality. In ACM SIGGRAPH 2015 Emerging Technologies. ACM, 16.

    [8] Evan A. Suma, Zachary Lipps, Samantha Finkelstein, David M. Krum, and Marc Bolas. 2012. Impossible Spaces: Maximizing Natural Walking in Virtual Environments with Self-Overlapping Architecture. IEEE Transactions on Visualization and Computer Graphics (TVCG) 18, 4 (2012), 555–564.


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