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An Enhanced Redirected walking on the Virtual Realityusing TOF Camera

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초록

The virtual reality HMD is developed to enable interaction with the outside by combining cameras in the front, and will provide a 360 degree full-body tracking virtual reality game environment so that it can freely roam the room-scale area without any complicated line. However, compared to the development of devices, the actual space in which to operate it is still limited, which will be the biggest obstacle to freely exploring a wide range of virtual reality environments. In order to solve this problem, Redirected Walking, which allows people to explore the wide virtual reality space by tricking their cognitive ability, is under study, but there are unresolved problems and there is a permanent safety risk of virtual reality. In this paper, we propose an enhanced redirected walking that uses tof camera to control variables that lead to other directions before they can not go forward in the real world, and to visualize real spatial information in virtual reality game environment to cope with walls, obstacles, or sudden risk factors.

Abstract

The virtual reality HMD is developed to enable interaction with the outside by combining cameras in the front, and will provide a 360 degree full-body tracking virtual reality game environment so that it can freely roam the room-scale area without any complicated line. However, compared to the development of devices, the actual space in which to operate it is still limited, which will be the biggest obstacle to freely exploring a wide range of virtual reality environments. In order to solve this problem, Redirected Walking, which allows people to explore the wide virtual reality space by tricking their cognitive ability, is under study, but there are unresolved problems and there is a permanent safety risk of virtual reality. In this paper, we propose an enhanced redirected walking that uses tof camera to control variables that lead to other directions before they can not go forward in the real world, and to visualize real spatial information in virtual reality game environment to cope with walls, obstacles, or sudden risk factors.

참고문헌 (19)

  1. 김나영, "360도 구 디스플레이 기반 게임 인터페이스의 활용성", 한국컴퓨터게임학회논문지, 24(3), pp.75~84 (2011), (사)한국컴퓨터게임학회
  2. Sharif Razzaque, "Redirected Walking", Proc. EUROGRAPHICS, pp.289~294 (2001)
  3. Sharif Razzaque, "Redirected Walking", PhD, pp.2005
  4. An Evaluation of Strategies for Two -User Redirected Walking in Shared Physical Spaces, "Mahdi Azmandian", USC Institute for Creative Technologies, ~
  5. Mahdi Azmandian, "An Enhanced Steering Algorithm for Redirected Walking in Virtual Environments", Proc, IEEE VR, pp.65~66 (2014)
  6. Betsy Williams, "Exploring large virtual environments with an HMD when physical space is limited", Proc, APGV 2007, 1(212), pp.41~ (2007)
  7. T. C. Peck, "Evaluation of reorientation techniques and distractors for walking in large virtual environments", IEEE Transactions on Visualization and Computer Graphics, 15(3), pp.383~394 (2009)
  8. Mahdi Azmandian, "The Redirected Walking Toolkit: A Unified Development Platform for Exploring Large Virtual Environments", Second Workshop on Everyday Virtual Reality, IEEE VR (2016)
  9. Eric R. Bachmann Michael Zmuda, "Going Anywhere Anywhere Creating a Low Cost Portable Immersive VE System", The 17th Intermational Conference on Computer Games, CGAMES, pp.108~115 (2012)
  10. Thomas Nescher, "Simultaneous Mapping and Redirected Walking for ad hoc Free Walking in Virtual Environments", IEEE Virtual Reality Conference, pp.239~240 (2016)
  11. Andres Paludan, "Disgusing Rotational Gain for Redirected Walking in Virtual Reality: Effect of Visual Density", IEEE Virtual Reality Conference 2016, pp.259~260 (2016)
  12. Marcus Tönnis, "Representing information – Classifying the Augmented Reality presentation space", Computers & Graphics, pp.997~1011 (2013)
  13. 권순철, "키넥트 깊이 정보와 DSLR을 이용한 고해상도 3D 객체 생성", 한국컴퓨터게임학회논문지, 26(1), pp.221~227 (2013), (사)한국컴퓨터게임학회
  14. Frank Steinicke, "Estimation of detection thresholds for redirected walking techniques", Visualization and Computer Graphics, IEEE Transactions on, 16(1), pp.17~27 (2010)
  15. 김나영, "내추럴 3D 제스처 인터페이스 기반 게임의 사용성 평가", 한국컴퓨터게임학회논문지, (23), pp.217~225 (2010), (사)한국컴퓨터게임학회
  16. "Project Alloy"[URL]
  17. "Vive Focus"[URL]
  18. "Tango"[URL]
  19. "Unity SteamVR plugin"[URL]

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