TY - GEN
T1 - Redirected jumping
T2 - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019
AU - Hayashi, Oaigo
AU - Fujita, Kazuyuki
AU - Takashima, Kazuki
AU - Lindernan, Robert W.
AU - Kitarnura, Yoshifumi
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/3
Y1 - 2019/3
N2 - Jumping is a fundamental movement in our daily lives that is often used in many video games. However, little research has been done on jumping and its possible use as a redirection technique in virtual reality (VR). In this study we explore Redirected Jumping, a novel redirection technique which enables us to purposefully manipulate the mapping of the user's physical jumping movements (e.g., distance and direction) to movement in the virtual space, allowing richer and more active physical VR experiences within a limited tracking area. To demonstrate the possibilities afforded by Redirected Jumping, we implemented a jump detection algorithm and jumping redirection methods for three basic jumping actions (i.e., horizontal, vertical, and rotational jumps) using common VR devices. We conducted three user studies to investigate the effective manipulation ranges, and the results revealed that our methods can manipulate a user's jumping movements without his/her noticing, similar to walking.
AB - Jumping is a fundamental movement in our daily lives that is often used in many video games. However, little research has been done on jumping and its possible use as a redirection technique in virtual reality (VR). In this study we explore Redirected Jumping, a novel redirection technique which enables us to purposefully manipulate the mapping of the user's physical jumping movements (e.g., distance and direction) to movement in the virtual space, allowing richer and more active physical VR experiences within a limited tracking area. To demonstrate the possibilities afforded by Redirected Jumping, we implemented a jump detection algorithm and jumping redirection methods for three basic jumping actions (i.e., horizontal, vertical, and rotational jumps) using common VR devices. We conducted three user studies to investigate the effective manipulation ranges, and the results revealed that our methods can manipulate a user's jumping movements without his/her noticing, similar to walking.
KW - Redirected walking
KW - Virtual locomotion
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85071838585&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85071838585&partnerID=8YFLogxK
U2 - 10.1109/VR.2019.8797989
DO - 10.1109/VR.2019.8797989
M3 - Conference contribution
AN - SCOPUS:85071838585
T3 - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
SP - 386
EP - 394
BT - 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 23 March 2019 through 27 March 2019
ER -