J. Edward Swan II

A New Traversal Method for Virtual Reality: Overcoming the Drawbacks of Commonly Accepted Methods

Karl Smink, J. Edward Swan II, Daniel Carruth, and Eli Davis. A New Traversal Method for Virtual Reality: Overcoming the Drawbacks of Commonly Accepted Methods. In Virtual, Augmented and Mixed Reality: Multimodal Interaction, HCI International 2019, Lecture Notes in Computer Science, volume 11574, Springer, Cham, Jul 2019. DOI: 10.1007/978-3-030-21607-8_24.

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Abstract

One of the biggest issues facing VR as a platform is the limitation ofthe 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.

BibTeX

@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: <a target="_blank"
                  href="https://doi.org/10.1007/978-3-030-21607-8_24">10.1007/978-3-030-21607-8_24</a>.}, 
  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. 
}, 
}