{"id":574614,"date":"2019-03-22T12:58:33","date_gmt":"2019-03-22T19:58:33","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?p=574614"},"modified":"2019-05-31T16:29:14","modified_gmt":"2019-05-31T23:29:14","slug":"giant-steps-and-liberating-spaces-virtual-reality-is-making-cool-moves","status":"publish","type":"post","link":"https:\/\/www.microsoft.com\/en-us\/research\/blog\/giant-steps-and-liberating-spaces-virtual-reality-is-making-cool-moves\/","title":{"rendered":"Giant steps and liberating spaces \u2013 Virtual Reality is making cool moves"},"content":{"rendered":"
Cool innovations are happening in how virtual reality researchers are resolving natural locomotion challenges and how they relate to story space, as well as in liberating users from the small, object-free player settings of today, to allow them to safely roam the real world.<\/p>\n Virtual Reality (VR) has become familiar to many people in past years. Users can put on a head-mounted display (HMD) and immediately be transferred to an imaginary world where everything they see and hear has been authored to engulf them in an immersive experience. Until recently, tracking technologies in VR required the user to remain within a room where sensors could track their location and movement. Furthermore, all physical obstacles had to be removed from this assigned space in order to assure the safety of the user who is blind to the physical world.<\/p>\n These restrictions required every virtual world displayed to be mapped to the same room. While non-immersive video games might move the player around the game world, doing the same in VR can generate motion sickness. When visual motion disagrees with lack of vestibular stimulation there is motion sickness. Designers of virtual experiences had resorted to imaginative\u2014and sometimes quite unnatural\u2014ways to virtually move the user while remaining confined in the room, such as teleportation to new locations<\/a>, walking in place<\/a> and moving using hand motions.<\/p>\n In a new work to appear at CHI 2019<\/a>, Microsoft researchers, Mar Gonzalez-Franco<\/a>, Eyal Ofek<\/a> with collaboration with Professor Anthony Steed of UCL and Parastoo Abtahi of Stanford University, looked at different methods to improve natural locomotion in VR. One way they hit upon to overcome the space limitations was to change the scales of space or motion. Researchers found inspiration in famous fairy tales such as Alice in Wonderland and Seven-League Boots that led to innovative navigation techniques (see Figure 1) that would allow a whole world to be compressed and users able to visit a whole city by walking around their living room.<\/p>\n<\/a><\/p>\n
Compressing distances by enlarging the user<\/h3>\n