Abstract
In this work we investigated redirected walking in virtual reality using saccadic eye movements to determine when to rotate the participant in their virtual environment. We tested participants by placing them into a virtual environment where they worked on completing a series of simple tasks while being rotated according to their saccadic eye movements at a randomized degree of rotation. After testing, our results displayed a marked difference between the participant’s movement in the virtual environment versus the real-world environment. This difference shows the potential of using saccadic eye movement to keep a user immersed even within a smaller than optimal play area.
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Davis, K., Hayase, T., Humer, I., Woodard, B., Eckhardt, C. (2022). A Quantitative Analysis of Redirected Walking in Virtual Reality Using Saccadic Eye Movements. In: Bebis, G., et al. Advances in Visual Computing. ISVC 2022. Lecture Notes in Computer Science, vol 13599. Springer, Cham. https://doi.org/10.1007/978-3-031-20716-7_16
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