Stacked Retargeting: Combining Redirected Walking and Hand Redirection to Expand Haptic Retargeting's Coverage
Honorable MentionAuthors
In-Vehicle Haptic, Audio & Multimodal FeedbackFull-Body Interaction & Embodied InputSocial & Collaborative VR
Title of the Paper
Stacked Retargeting: Combining Redirected Walking and Hand Redirection to Expand Haptic Retargeting’s Coverage
Paper Information
- Subject Area: Virtual Reality (VR) and Haptics
- Keywords: Virtual Reality, Haptic Retargeting, Hand Redirection, Redirected Walking, Interaction Coverage, Passive Haptic Proxy, Spatial Interaction
Research Background and Problem
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Research Problem:
- Problem Context: Current haptic retargeting is primarily limited to static hand redirection, allowing a single physical proxy (e.g., a cup) to be mapped to multiple virtual objects only within a limited physical space.
- Limitations:
- Haptic retargeting requires proxies to be mapped to virtual objects that are very close in proximity, necessitating a large number of physical proxies to cover the entire interaction space.
- Using hand redirection or walking redirection alone has limitations in matching multiple virtual objects to a single physical proxy.
- Challenges in Existing Technologies:
- The range within which significant spatial misalignment is imperceptible to users is limited; exceeding this threshold leads to a notable decline in user experience.
- Spatial and directional constraints restrict the usability of haptic devices.
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Research Motivation:
- To more efficiently utilize a limited number of physical objects and expand their coverage as haptic proxies in virtual environments.
- To overcome the limitations of single redirection techniques by combining redirected walking and hand redirection.
Solution
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Proposed Solution:
- Introduce "Stacked Retargeting," which combines hand redirection and redirected walking to increase the coverage of a single physical proxy as haptic feedback for multiple virtual objects.
- Provide a phased implementation approach:
- Determine whether hand redirection alone can achieve the mapping.
- Identify the optimal interaction position the user needs to reach for haptic coverage.
- Guide the user to the target position via walking paths.
- Adjust the offset between the user's physical and virtual positions.
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Technologies and Methods:
- Implement five redirected walking path strategies to extend the alignment range between virtual objects and physical proxies:
- Turn and Arc: Initial turning followed by an arced walking path.
- Walk-while-turn: Simultaneous turning during walking.
- L-Shaped Path: Segmental alignment through an L-shaped path.
- Turn-walk-turn: Turning at both the starting and ending points.
- Zigzag: A zigzag path to adjust the user's trajectory over a larger range.
- Provide algorithms and pseudocode for quickly calculating alignment between virtual objects and physical proxies.
- Combine redirected walking and hand redirection to expand the user's interaction range.
- Implement five redirected walking path strategies to extend the alignment range between virtual objects and physical proxies:
Research Outcomes
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Specific Outcomes:
- Validated that the stacked retargeting method significantly expands the haptic coverage of proxy objects.
- Proposed and evaluated five redirected walking strategies, each with varying impacts on walking time, perceived naturalness, and user experience.
- Experimental results indicate that segmented paths (e.g., L-Shaped Path and Zigzag) have less impact on user experience compared to continuous paths (e.g., Walk-while-turn).
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Advantages Over Existing Solutions:
- Stacked retargeting overcomes the limitation of single hand redirection being confined to static scenarios, enabling physical proxies to serve as haptic feedback for multiple virtual objects across a broader space.
- The combination of redirected walking and hand redirection addresses the shortcomings of each technique when used independently.
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Experiments and Evaluation Results:
- User Subjective Experience:
- Among all solutions, compound path strategies based on head turning provided the best user experience.
- Continuous synchronous redirection (Walk-while-turn) had the lowest user acceptance, with more pronounced issues of perceived misalignment.
- Walking Dynamics:
- Compound paths like Zigzag and Turn-walk-turn required longer paths and more time but were perceived as more natural by users.
- Direct paths, while shorter, resulted in greater perceived misalignment and lower user satisfaction compared to compound paths.
- User Subjective Experience:
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Limitations and Future Directions:
- Limitations:
- Requires a relatively large physical space to support complex paths.
- Needs more flexible adaptation algorithms to handle user deviations from predefined paths.
- Further optimization is required to support more complex interaction surface shapes.
- Potential Future Directions:
- Explore dynamic path updates and early integration of hand redirection.
- Extend the technology to more complex interaction scenarios, such as non-tabletop surfaces, walls, and corridors.
- Combine with other redirection techniques, such as "change blindness jumps" or drone-based haptic devices, to further enhance VR haptic effects.
- Limitations:
Research Questions / Practical Problems
Question signals indexed for this paper.
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Research Questions
3- How can hand redirection and walking redirection be combined to extend haptic coverage of a single physical proxy?Category: Visuohaptic Perception, Illusions, and Control-Display MappingSimilar questionsarrow_forward
- How do five walking path redirection strategies differ in their effects on user experience?Category: Visuohaptic Perception, Illusions, and Control-Display MappingSimilar questionsarrow_forward
- In virtual environments, how can users be optimally guided to achieve haptic matching with minimal spatial illusion?Category: Visuohaptic Perception, Illusions, and Control-Display MappingSimilar questionsarrow_forward
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Practical Problems
1- VR users need many physical proxies to achieve large-scale haptic interaction.Category: Visuohaptic Perception, Illusions, and Control-Display MappingSimilar questionsarrow_forward
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DOI: https://doi.org/10.1145/3613904.3642228
At a Glance
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Source
CHI
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Year
2024
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Award
Honorable Mention
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Authors
4 authors
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Subtopics
In-Vehicle Haptic, Audio & Multimodal Feedback, Full-Body Interaction & Embodied Input, Social & Collaborative VR
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