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@InProceedings{HCII19,
author = {Karl Smink and J. Edward {Swan~II} and Daniel Carruth
and Eli Davis},
title = {A New Traversal Method for Virtual Reality: Overcoming
the Drawbacks of Commonly Accepted Methods},
booktitle = {Virtual, Augmented and Mixed Reality: Multimodal
Interaction, HCI International 2019, Lecture Notes in
Computer Science},
volume = {volume 11574},
publisher = {Springer, Cham},
editor = {J. Y. C. Chen and G. Fragomeni},
location = {Orlando, Florida, USA},
date = {July 26--31},
month = {Jul},
year = 2019,
note = {DOI: 10.1007/978-3-030-21607-8_24.},
abstract = {
One of the biggest issues facing VR as a platform is the limitation of
the user’s physical space. Not everyone has a lab, empty warehouse, or
open space in their home or office, and even if they do, the hardware
also limits the physical space the user can take advantage of. For
example, the HTC Vive hardware limits the play area to 12.5m^2,
assuming the user does not add additional lighthouses. Fitting the
entirety of the environment within few square meters is a strict
limitation for many applications. A method of moving the user within a
larger space is needed, but current methods come with a
trade-off. Determining the best movement method for an application is
necessary to ensure a proper experience for the user.
},
}