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abstract

Subliminal Reorientation and Repositioning in Virtual Reality During Eye Blinks

Published: 15 October 2016 Publication History

Abstract

Locomotion in Immersive Virtual Environments (IVEs) is one of the most basic interactions, while human walking is the most natural user-interface for this. Obviously, this technique is limited by the available physical space. Redirected Walking (RDW) wants to overcome this issue by subliminal redirection of the user inside the physical space. Traditional RDW algorithms need a circle with a radius of 22m to allow the user the exploration of an infinite virtual world. Because this is still too large to fit in a room-scale setup, we have to optimize detection thresholds and algorithms.
Bolte et al. already examined reorientation and repositioning during saccades and showed that a subtle manipulation is possible. In this poster we describe how we investigated reorientation and repositioning of the user in the virtual world during eye blinks. Furthermore, we present an experimental setup for evaluating detection thresholds of reorientation and repositioning during eye blinks. And we indicate first impressions of the perception and the usability.

References

[1]
B. Bolte and M. Lappe. Subliminal reorientation and repositioning in immersive virtual environments using saccadic suppression. IEEE Transactions on Visualization and Computer Graphics (TVCG), 21(4):545--552, 2015.
[2]
F. Steinicke, G. Bruder, J. Jerald, H. Fenz, and M. Lappe. Estimation of Detection Thresholds for Redirected Walking Techniques. IEEE Transactions on Visualization and Computer Graphics (TVCG), pages 17--27, 2010.

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  • (2023)Tug & Swing: Traveling in Virtual Environments with Point-Tugging and Arm-Swinging2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333137(1-8)Online publication date: 21-Aug-2023
  • (2022)Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495096:CHI PLAY(1-24)Online publication date: 31-Oct-2022
  • (2022)A Comprehensive Review of Redirected Walking Techniques: Taxonomy, Methods, and Future DirectionsJournal of Computer Science and Technology10.1007/s11390-022-2266-737:3(561-583)Online publication date: 31-May-2022
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Published In

cover image ACM Conferences
SUI '16: Proceedings of the 2016 Symposium on Spatial User Interaction
October 2016
236 pages
ISBN:9781450340687
DOI:10.1145/2983310
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 October 2016

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Author Tags

  1. eye blink
  2. redirection
  3. virtual reality

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  • Abstract

Funding Sources

  • Deutsche Forschungsgemeinschaft

Conference

SUI '16
Sponsor:
SUI '16: Symposium on Spatial User Interaction
October 15 - 16, 2016
Tokyo, Japan

Acceptance Rates

SUI '16 Paper Acceptance Rate 20 of 77 submissions, 26%;
Overall Acceptance Rate 86 of 279 submissions, 31%

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Cited By

View all
  • (2023)Tug & Swing: Traveling in Virtual Environments with Point-Tugging and Arm-Swinging2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333137(1-8)Online publication date: 21-Aug-2023
  • (2022)Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495096:CHI PLAY(1-24)Online publication date: 31-Oct-2022
  • (2022)A Comprehensive Review of Redirected Walking Techniques: Taxonomy, Methods, and Future DirectionsJournal of Computer Science and Technology10.1007/s11390-022-2266-737:3(561-583)Online publication date: 31-May-2022
  • (2021)Velocity-Dependent Perception Threshold for Discrete Imperceptible Repositioning in a Virtual Environment During Eye BlinksIEEE Access10.1109/ACCESS.2021.30944209(122147-122165)Online publication date: 2021
  • (2020)Effect of a Constant Camera Rotation on the Visibility of Transsaccadic Camera ShiftsACM Symposium on Eye Tracking Research and Applications10.1145/3379155.3391318(1-8)Online publication date: 2-Jun-2020
  • (2020)Either Give Me a Reason to Stand or an Opportunity to Sit in VR2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW50115.2020.00060(283-284)Online publication date: Mar-2020
  • (2020)Inattentional Blindness for Redirected Walking Using Dynamic Foveated RenderingIEEE Access10.1109/ACCESS.2020.29750328(39013-39024)Online publication date: 2020
  • (2020)Redirected Walking in VRReal VR – Immersive Digital Reality10.1007/978-3-030-41816-8_12(285-292)Online publication date: 3-Mar-2020
  • (2019)Transsaccadic Awareness of Scene Transformations in a 3D Virtual EnvironmentACM Symposium on Applied Perception 201910.1145/3343036.3343121(1-9)Online publication date: 19-Sep-2019
  • (2019)Outstanding: A Multi-Perspective Travel Approach for Virtual Reality GamesProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347183(287-299)Online publication date: 17-Oct-2019
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