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Christian T. Neth

dblp:75/9717 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 95% Usability and user experience research · 5%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality locomotion › redirected walking
curvature gains
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Immersive interaction › virtual reality locomotion
redirected walking
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Immersive interaction
virtual reality locomotion
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Usability and user experience research › user perception
user comfort
0.012012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012

Methods — techniques the papers use, named apart from their topics

psychophysical experiment · 0.1dynamic gain control · 0.1user study · 0.1dynamic controller · 0.1
YearPublicationVenuePosition
2012 Velocity-Dependent Dynamic Curvature Gain for Redirected Walking
abstract
Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 m versus 22 m). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 m versus 15 m). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
IEEE Trans. Vis. Comput. Graph.1
2011 Velocity-dependent dynamic curvature gain for redirected walking
abstract
The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m-1(radius of approximately 10m). In contrast, for faster walking speeds (>;1.0m/s), we found a significantly lower detection threshold of approximately 0.036m-1(radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar controller did reveal an effect on walking distance or simulator sickness.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
VR1