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2. Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection
 
 # Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection

  ![](/sites/default/files/styles/wide/public/publications/representative_small_0.jpg?itok=OUQ7gEB9)

 Redirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments.

We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception.

We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies.



 ## Authors



Qi Sun (Stony Brook University, NVIDIA, Adobe Research)

Anjul Patney (NVIDIA)

Li-Yi Wei (Adobe Research)

[Omer Shapira](/person/omer-shapira)

Jingwan Lu (Adobe Research)

Paul Asente (Adobe Research)

Suwen Zhu (Stony Brook University)

Morgan McGuire (NVIDIA)

[David Luebke](/person/david-luebke)

Arie Kaufman (Stony Brook University)

 

 

 ## Publication Date



Sunday, August 12, 2018

 

 ## Published in



[ACM Transactions on Graphics (Proceedings of SIGGRAPH) 2018](https://s2018.siggraph.org)

 

 ## Research Area



[Applied Perception](/research-area/applied-perception)

[Computer Graphics](/research-area/computer-graphics)

[Human Computer Interaction](/research-area/human-computer-interaction)

[VR, AR and Display Technology](/research-area/virtual-augmented-reality)

 

 

 ## External Links



[Video](https://drive.google.com/file/d/1sTOX5rb7nJRgi0mueYfkZMx-t1NGxmBg/view?usp=sharing)

 

 

 ## Uploaded Files



[paper.pdf](https://research.nvidia.com/sites/default/files/pubs/2018-08_Towards-Virtual-Reality/paper_0.pdf "Open file in new window")49.73 MB

 

 

 ## Copyright



Copyright by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or <permissions@acm.org>. The definitive version of this paper can be found at ACM's Digital Library <http://www.acm.org/dl/>.