Curvature gains in redirected walking: A closer look
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This paper summarizes the detailed paths of participants in redirected walking (RDW) curvature gain experiments. The experiments were carried out in a wave field synthesis (WFS) system of 5×6 meters. Some users were blindfolded and had to control their walking by acoustical cues only, others wore an Oculus Rift DK2 which presented them a virtual scenery in addition. A marker at the participant's head allowed us to record the paths with our high-precision tracking system. The naive assumption of RDW with curvature gains would be that the test persons walk on the circumference of a circle, but the observed walking patterns were much more complex. Test persons showed very individual walking patterns while exploring the virtual environment. Many of these patterns may be explained as a sequence: 1. walk a few steps toward the assumed target position, 2. check for deviations, 3. adjust path to new assumed target position, which results in different patterns of various path curvature. The consequences for the application of RDW techniques are: Curvature gain tries to guide the users on a circular arc: the “ideal path”, whereas the real paths are mostly outside of the circle of the ideal path. The deviations in the audio-only case are much larger than in the audio-visual case. The measured curvature gain thresholds systematically under-estimate the required walking space, as they do not account for the required extra space for walking outside the circular path.
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