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Visiting Tourist Landmarks in Virtual Reality Systems by Real-Walking

Visiting Tourist Landmarks in Virtual Reality Systems by Real-Walking

F. Steinicke, G. Bruder, J. Jerald, H. Frenz
ISBN13: 9781605668185|ISBN10: 1605668184|ISBN13 Softcover: 9781616924614|EISBN13: 9781605668192
DOI: 10.4018/978-1-60566-818-5.ch011
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MLA

Steinicke, F., et al. "Visiting Tourist Landmarks in Virtual Reality Systems by Real-Walking." Tourism Informatics: Visual Travel Recommender Systems, Social Communities, and User Interface Design, edited by Nalin Sharda, IGI Global, 2010, pp. 180-193. https://doi.org/10.4018/978-1-60566-818-5.ch011

APA

Steinicke, F., Bruder, G., Jerald, J., & Frenz, H. (2010). Visiting Tourist Landmarks in Virtual Reality Systems by Real-Walking. In N. Sharda (Ed.), Tourism Informatics: Visual Travel Recommender Systems, Social Communities, and User Interface Design (pp. 180-193). IGI Global. https://doi.org/10.4018/978-1-60566-818-5.ch011

Chicago

Steinicke, F., et al. "Visiting Tourist Landmarks in Virtual Reality Systems by Real-Walking." In Tourism Informatics: Visual Travel Recommender Systems, Social Communities, and User Interface Design, edited by Nalin Sharda, 180-193. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-60566-818-5.ch011

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Abstract

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.

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